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  • vrmat questions

    Hi,

    I've been studying the way vrmats are being created. Either by using the converter or by creating one from scratch in the dedicated vrmat creator. One difference I've noticed is the vrmat converter supports less texture-types than the vrmat creator. For instance, a falloff map doesn't get converted. When you create a new vrmat, falloff maps do get stored. Are there plans to extend the vrmat converter in any way?
    Best
    Klaas Nienhuis
    Projects of the third kind
    twitter linkedin

  • #2
    VRmat converter has some limitations so far. They are related mainly to the unsupported procedural texture maps in 3DSMax like Falloff map for example.
    Currently VRmat Editor could store only Vray internal nodes which is a must because if this material is being loaded into another 3D platform like Maya these nodes won't be recognized from Maya.
    Vray VRmat Editor has its own version on most of the 3DSMax procedural texture + much more, but so far they are not developed to replace Max' native maps. The only option to fix such materials would be to open the converted material in VRmat Editor and assign vray-version of that map in the corresponding slot.
    I'll make note into our system about that.
    Last edited by Svetlozar Draganov; 11-04-2014, 03:43 AM.
    Svetlozar Draganov | Senior Manager 3D Support | contact us
    Chaos & Enscape & Cylindo are now one!

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    • #3
      Thanks for the feedback.
      Klaas Nienhuis
      Projects of the third kind
      twitter linkedin

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      • #4
        Originally posted by Klaas Nienhuis View Post
        Are there plans to extend the vrmat converter in any way?
        Yes, and please let us know about anything that you need to be supported.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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