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Importing VR scenes will generate multiple lighting materials, and the loading will be incorrect
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Hello 123456_ Thank you for providing the file. I will review your report and get back to you either with a few more questions or an answer, depending on what I find.
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Hello 123456_ I was looking at the Max scene you provided and noticed that the materials inside were 3ds Max Physical Materials, which are not currently supported. Could you confirm whether you attempted to export the .vrscene without converting the materials beforehand?
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Originally posted by daniel.kapsazov View PostHello 123456_ I was looking at the Max scene you provided and noticed that the materials inside were 3ds Max Physical Materials, which are not currently supported. Could you confirm whether you attempted to export the .vrscene without converting the materials beforehand?I used VRay lighting materials in my 3dmax file, not 3ds Max Physical Materials
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Hey 123456_
This is somewhat expected as there are 2 materials in the 3ds max vrscene. In this scene it's caused by cast shadows being disabled in the 3ds max object properties. That's the reason there's 2 classic materials - one light material and one MtlRenderStats that wraps the light material, however, with nodes we didn't bother adding proper support for such materials. We will consider how we can improve this both for classic and node materials.
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Originally posted by bozhidar_ivanov View PostHey 123456_
This is somewhat expected as there are 2 materials in the 3ds max vrscene. In this scene it's caused by cast shadows being disabled in the 3ds max object properties. That's the reason there's 2 classic materials - one light material and one MtlRenderStats that wraps the light material, however, with nodes we didn't bother adding proper support for such materials. We will consider how we can improve this both for classic and node materials.
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