MCG: Vertex Normal node returns NaNs?
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Using MAX 2024. I have some meshes that, when using the "Mesh Vertex Normal" node in the MCG, will return {NaN, NaN, NaN} for a bunch of normals even though I cannot find any problems with the scene node/mesh outside the MCG. I have collapsed the stack. I have tried it as an Editable_Poly and an Editable_Mesh. I have thrown an Edit_Normals modifier on it - all normals are blue. I have inspected several of the specific MCG-NaN normals with MAXscript (Editable_Mesh: getNormal myNode , Editable_Poly: Edit_Normals modifier w/ ConvertVertexSelection) and I get a correct unit-length normal back. I have reduced my MCG graph to the simplest graph I can: A “Tool Input: SceneNode” into a “SceneNode Mesh” into the “Mesh Vertex Normal” node into a "MAXscript function output".
How can I work around this, short of blissfully ignoring NaN normals in the graph? I'm using the MCG because using MXS with 20K+ vert objects gets slow for some operations. How can I fix this mesh? Thanks!