Hi,
First let me point out that having the ability to bring fully shaded assets from one software to another is amaizing and super valuable.
I'm trying to get some assets from 3dsMax to Houdini using vrayScene exports but I'm running into some issues.
I setup a small test scene to examplify the transfer from 3ds Max to Houdini, you can also find it attached in the next post (exceded 5 attachments).
When using the vrayScene with no modifications it rendersare close result in Houdini. There is some differences in the noises, but the size and color corrections are there, but the bump on the gold bix is bugger and the displacement is a bif off in the red torus.
Left 3ds Max, right Houdini.
The big issues start when scaling the vrayScene data, since 3ds Max is in Centimeters and the cata when imported is in meters so it needs to be scaled by 0.01 in Houdini to match to the rest of the data used in Houdini.
In this example I had to turn off displacement as it was taking over the whole scene. But also every paramenter that was size based (vray dirt, displacement, vray color2bump and vray edge txt) are all incorrectly scaled and still rendered at the original size:
And with displacement On, just for the kicks:
And the last example is when unpacking the vrayScene using the "unpack to polygons" in the import tab of the vrayScene node.
When unpacking, the materials won't work anymore as you can see in this image:
With all this exposition out of the way, my questions are:
- Can we get a scale parameter in the vrayScene node that scales the data and scales the size based materials/textures/displacement accordingly?
- The scale issue can be fixed by scripting a function in 3ds max that runs over the parameters we need to scale before exporting, but this is a bit cumbersome and would be much easier to just do it on import. Or is there any hidden way to do this in the vrayScene node?
- The unpacking of the materials seem to be quite broken, when inspecting the unpacked materials seems that the 3dsMax Image and noises are missing, I can see why that is as they are 3ds Max specific nodes, but they seem to work inside the vray scene, so vray knows how to read them. Is there anything that can be done to improve this? or to maybe give us an option to read material files only and apply them to geometry (eg: assign vrayScene material to an alembic geo)?
- Why doesn't the vrayScenes work on the texture baker? I tried using a vrayScene as the geo for the texture bake but it didn't work, is this something that can be fixed/added?
Best,
David.
First let me point out that having the ability to bring fully shaded assets from one software to another is amaizing and super valuable.
I'm trying to get some assets from 3dsMax to Houdini using vrayScene exports but I'm running into some issues.
I setup a small test scene to examplify the transfer from 3ds Max to Houdini, you can also find it attached in the next post (exceded 5 attachments).
When using the vrayScene with no modifications it rendersare close result in Houdini. There is some differences in the noises, but the size and color corrections are there, but the bump on the gold bix is bugger and the displacement is a bif off in the red torus.
Left 3ds Max, right Houdini.
The big issues start when scaling the vrayScene data, since 3ds Max is in Centimeters and the cata when imported is in meters so it needs to be scaled by 0.01 in Houdini to match to the rest of the data used in Houdini.
In this example I had to turn off displacement as it was taking over the whole scene. But also every paramenter that was size based (vray dirt, displacement, vray color2bump and vray edge txt) are all incorrectly scaled and still rendered at the original size:
And with displacement On, just for the kicks:
And the last example is when unpacking the vrayScene using the "unpack to polygons" in the import tab of the vrayScene node.
When unpacking, the materials won't work anymore as you can see in this image:
With all this exposition out of the way, my questions are:
- Can we get a scale parameter in the vrayScene node that scales the data and scales the size based materials/textures/displacement accordingly?
- The scale issue can be fixed by scripting a function in 3ds max that runs over the parameters we need to scale before exporting, but this is a bit cumbersome and would be much easier to just do it on import. Or is there any hidden way to do this in the vrayScene node?
- The unpacking of the materials seem to be quite broken, when inspecting the unpacked materials seems that the 3dsMax Image and noises are missing, I can see why that is as they are 3ds Max specific nodes, but they seem to work inside the vray scene, so vray knows how to read them. Is there anything that can be done to improve this? or to maybe give us an option to read material files only and apply them to geometry (eg: assign vrayScene material to an alembic geo)?
- Why doesn't the vrayScenes work on the texture baker? I tried using a vrayScene as the geo for the texture bake but it didn't work, is this something that can be fixed/added?
Best,
David.
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