I’ve tried various FBX files. Meshes always import correctly, and list of materials matches list from original. However, materials themselves are missing any of the associated textures. External texture files are present in same folder.
Is this to be expected in this beta?
If it helps, I can send you a file I’m testing with.
Thanks @bripiriegmail-com for the file.
It seems that the issue is that the material structure in 3dsmax is too complex. The .max and .fbx files contain material with the “VRayMtl”. This is not standard and doesn’t play well with the FBX format.
When I open the .max file and export to to FBX, I get the following warnings:
Some materials in this scene may not be supported by certain applications and will import as standard gray materials instead. The following materials are affected:
-12 - Default
-Material #2100444530
-15 - Default
-BrionMetal
The following maps are only supported by 3ds Max; they will not be recognized by other applications. To learn how to convert them so they will be compatible with other applications, see the Render Map Dialog topic in the 3ds Max documentation.
-Map #2070305423
-Map #2070305424
-Map #2070305412
-Map #2070305425
-Map #2070305426
-Map #2070305427
-Map #2070305428
-Map #2070305429
-Map #2070305430
-Map #2070305431
-Map #2070305432
-Map #210489
You should use Standard material only in 3dsmax when exporting FBX files to be used in Transmutr, as it is not possible to recognize other material types.
In this case it is an FBX, downloaded from a site like turbosquid or 3D sky. But I get the same result with every FBX that I try, including those saved myself from 3ds max.
I think it is very common to have FBX files with vray materials, which it would be very helpful to have the basic textures and settings preserved when importing to SketchUp.
How difficult is it for you to get the basic textures out of a Vray material?
I should add that all the FBX files I have, the original materials are either for V-Ray or Corona. You don’t often see FBX available online with just basic 3ds materials, because the basic 3ds scanline renderer is so primitive.
So if Transmutr can get the basic diffuse, reflection, gloss and bump texture file names out of a Vray or Corona material, that would make the material preservation feature of Transmutr very helpful in many real world situations.
Diffuse, Bump, Normal, Displacement, Reflection, Refraction and Opacity. But they have to be regular bitmaps in 3dsmax.
For example, if in 3dsmax you have a Color Correction node between the Bitmap and the VRayMtl, it can’t be extracted by Transmutr. The Bitmap has to be directly plugged into the VRayMtl.