Hi Vlado,
I think I remember asking about this months back but cant quite remember the discussion regarding V-Ray Scene Exporter and what functionality artist want when using the .vrscene file. There is a very cool workflow opportunity for artists to create hair grooms in Maya with X-Gen and then cache or save that hair as a .vrscene for use directly in 3ds max. Unfortunately, as far as hair is concerned, all the material look dev has to be done in Maya and must be baked into the vray scene file. It is not editable over in 3ds max.
I would love it if V-Ray Scene Exporter could preserve certain features of hair for complex material editing in 3ds max. Things like;
- W coordinate system for control over the root to tip
- Ability to use painted UV texture maps that control the look of the hair
- A LOD system so if hair is further away that it decreases the hair count and increases the width
This would be so increadibel. Basically a bridge between Maya's X-Gen and 3ds Max.
Thanks Vlado
Steve ~
I think I remember asking about this months back but cant quite remember the discussion regarding V-Ray Scene Exporter and what functionality artist want when using the .vrscene file. There is a very cool workflow opportunity for artists to create hair grooms in Maya with X-Gen and then cache or save that hair as a .vrscene for use directly in 3ds max. Unfortunately, as far as hair is concerned, all the material look dev has to be done in Maya and must be baked into the vray scene file. It is not editable over in 3ds max.
I would love it if V-Ray Scene Exporter could preserve certain features of hair for complex material editing in 3ds max. Things like;
- W coordinate system for control over the root to tip
- Ability to use painted UV texture maps that control the look of the hair
- A LOD system so if hair is further away that it decreases the hair count and increases the width
This would be so increadibel. Basically a bridge between Maya's X-Gen and 3ds Max.
Thanks Vlado
Steve ~