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What are these mysterious hard edges?

Hello all. I've got an odd problem.

So I've made a kitchen counter in Maya 2016 and imported it over to Unreal 4. It has a flat, top face and roundish edges. Everything is UV'd correctly. The edges are hardened at the UV seams, softened everywhere else. I have a material in Unreal 4 that I'm using with a tileable texture. This material has no normal. The counter uses no normal.

In the bottom corner, along the counter's top face, there are mysterious hard edges. There are no edges in the base mesh where these mystery edges are located. I'll provide screenshots of the problem area and the base mesh.

I have a feeling that it may be the rendering of dynamic reflections inside Unreal, but it still artifacts in a pattern somewhat similar to the mesh flow.

I have tried: 1) Using a different material. 2) Re-UVing it. 3) Unlocking normals, harden/soften edges again. 4) Exporting as an FBX and OBJ

Pictures: http://puu.sh/q2IUD/27e9361bd4.png http://puu.sh/q2IWk/1f00b2af83.jpg http://puu.sh/q2IYB/c85ef143b4.jpg

Product Version: UE 4.12
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asked Jul 15 '16 at 05:34 PM in Rendering

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13lankmind
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avatar image Deathrey Jul 15 '16 at 07:23 PM
  • If you take your counter mesh into a new clean default level, are you still getting these lines?

  • Are you able to reproduce the issue, with a simple box, exported out of your modelling package in this scene?

avatar image 13lankmind Jul 19 '16 at 04:07 PM

Hello, and thank you for your suggestion.

I have not yet tried this method, but I will give it a try. However, my initial thought is that this isn't the problem.

I have an entire apartment built, and this problem doesn't exist with any other model except 1: a face plate for a light switch (it's placed on the wall.)

I will try and test your suggestions, but I don't think it is the problem based on what I stated above.

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Id suggest to see if your normals in maya are properly set to smooth :) https://www.youtube.com/watch?v=vOoZ-wvGmrQ

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answered Jul 16 '16 at 02:07 PM

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Luos
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avatar image 13lankmind Jul 19 '16 at 03:53 PM

Hi, and thank you for your suggestion. Sorry for the late reply. I watched your video, but I don't think that is my problem.

I'll explain my process in text, and I'll provide pictures.

So, I made the model and UV'd it correctly. After that, I unlock the normals, soften all the edges, locate the UV seams and harden those edges.

Below is are some screenshots of the counter top in Maya 2016. I turned on the seam detection so it's easier to see the cuts. For those who don't know, the thick edge lines are a UV cut (these edges are hardened) and the thin edge lines are where UVs are sewn together (these edges are softened).

http://puu.sh/q73lt/df0efe7cf4.png http://puu.sh/q73rS/8461bcbe8f.png

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