Hi. I posted this in the Cosmos forum but only got answers regard 3dsMax so Im hoping a Maya user here would know. If so, can someone lay out the steps to convert a Cosmos model into an editable mesh? Thanks so much.
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How do you convert a Cosmos model into an editable mesh?
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Originally posted by hermit.crab View PostImport the .vrmesh in the old V-Ray proxy and extract the mesh.
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Originally posted by hermit.crab View Post1. Create>V-Ray>Import V-Ray Proxy
2. Select the Cosmos asset .vrmesh (You can check the location in the Cosmos browser Settings)
3. Untick "Use the new VRayProxy node"
4. Select the VRayProxy, under VRayMesh>Restore the mesh>Create a mesh from this proxy
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Originally posted by sean_brown View PostOnes is when the mesh is restored the materials are missing. How do I restore/transfer the materials over as well?
Originally posted by sean_brown View PostThe other question is when i try to select the faces by going in to Faces mode of the restored mesh, I'm still only able to select a bounding box. Is there another step to get to the actual faces?
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Originally posted by sean_brown View Post
Hi Hermit.crab. What are the steps to use the .vrmat file to restore the shaders?
Thanks again.
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Originally posted by hermit.crab View Post
Load it into a VRayVRMatMtl.
I was able to create a VRmatMtl for the proxy and import the .vrmat file into it, btw there were 3 .vrmat files and the difference is a 3 letter word in the file name 3dh, 3dm and 3dl. After that i can see the main material the covers most of the chair returns but not the others. They are listed in the VRmatMtl attribute editor tho. Is there another step to get all the materials to go to the right place?
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Originally posted by hermit.crab View PostYou would have to do that manually by i.e. applying multiple VRayVRMatMtls (which load a different shader from the list) on the corresponding polygon surfaces.
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You are right sean_brown , that is just too much work , imagine a tree or any heavy asset, I believe this is by design so people don't pass assets around to non Vray users for free, which makes sense to me.
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Originally posted by damaggio View PostI believe this is by design so people don't pass assets around to non Vray users for free, which makes sense to me.
It's more of a limitation in Maya, as it doesn't have a multi-sub object material type of workflow, relying on shading groups instead.
In Max, the conversion to mesh with the materials applied is a single click (see attached.) to import the proxy as mesh.
I would assume this could be scripted on the Maya side.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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