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OBJ poly mesh export incl UV maps best with NGons

OBJ poly mesh export incl UV maps best with NGons

Hi folks,

 

for my workflow (using an external render engine) Fusion 360 needs a serious OBJ export including also the UV maps and best also with NGon support.

 

Currently I use MOI as a mesher because it is perfect at producing clean NGON meshes which are light weight and with perfect UV mapping.

 

Specifically when you are serious about prefection and accuracy in rendering uv texture mapping like wood grain direction etc. is a critical tool to communicate realism through a rendering.

 

STL export is just a plain 3d wire mesh without any UV mapping and the file size is much bigger.

 

 

OBJ export will also be a good idea to transfer data to other modelers or 3d applications just for further work not only rendering.

6 Comments
colin.smith
Alumni
Status changed to: RUG-jp審査通過
 
cekuhnen
Mentor

@colin.smith does this mean this never will happen or is in the upcoming update something coming?

colin.smith
Alumni

Hi @cekuhnen

We currently have OBJ export which I believe is part of your idea submission - there are no plans to make the OBJ export more robust. This request has been sitting in the ideastation for over a year and is being archived due to low votes.  

 

 

 

cekuhnen
Mentor

@colin.smith Where is the OBJ ecport you mention? I do not see it in export for patch/solid nor do I see it inside Scupt mode TS.

 

colin.smith
Alumni
My apologies, the OBJ export isn’t out yet. In the July release there is a feature to export T-Splines as a quad OBJ.



Colin Smith | Product Manager | Autodesk Canada Co.
M. 647-203-2590 | T. 905-582-7396

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cekuhnen
Mentor

wuhu thought I was blind.

 

will the OBJ also be available for solid/brep?

 

Main reason is STL meshing is crap of rendering and not everybody wants to be enslaved into this Keyshot software that hardly can do stuff. Maya can easily load NURBS and do internal tesselation on the fly but most product rendering pros use software ranging from Octane C4D Max or so.

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