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How do you convert a Cosmos model into an editable mesh?

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  • #16
    Oh wow, thanks Emanuele . I do have max installed as part of my subscription, I’ll try that next time.
    https://www.artstation.com/damaggio

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    • #17
      Originally posted by ^Lele^ View Post
      Not really.
      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.
      would it be possible to convert it to a editable mesh with materials in Max and then somehow export it to Maya with materials? If so what would be the steps?

      Also while Chaos be fixing animation bug with cosmos assets in Maya where keyed objects don’t move in Viewport 2.0, they only move in IPR which is too slow to review animation in real time.

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      • #18
        There is no viable bridge that i know of between Max and Maya that can keep editability and properties intact.
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        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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        • #19
          Originally posted by ^Lele^ View Post
          There is no viable bridge that i know of between Max and Maya that can keep editability and properties intact.
          and what about the animation bug?

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          • #20
            Hi!

            Here's how to do this:

            1) Import the Cosmos asset
            You'll get the new proxy and all the materials imported correctly
            2) Copy the file name from the new proxy
            3) Create a proxy checking the flip axis and unchecking the new proxy checkboxes
            Click image for larger version

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            You'll get an old proxy with no materials attached.

            4) Open the old proxy's mesh material.
            Click image for larger version

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            5) One by one, attach each material from the hypershade to the correct shader slot in the old proxy. Don't forget to press enter after middle-mouse dragging!

            6) Render. New and old proxies should look the same at this point, with all materials attached:
            Click image for larger version

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            7) Go to the old proxy's vraymesh and click the "Create mesh from this proxy" button. Make sure the "Reassign shaders" is ON!

            You get the restored mesh with all materials assigned. Voila:

            Click image for larger version

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            P.S.
            I don't recommend using VRayVRMatMtls. There's an importer that you can use. V-Ray menu > Tools > import material from file. The H/M/L are for different LOD levels, so you'd choose H.
            Although Cosmos uses the same importer under the hood, there are several cosmos-specific settings, so better use the cosmos import directly.
            V-Ray for Maya dev team lead

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            • #21
              Mihail.Djurev this is amazing! Thank you so much for taking the time to explain this!

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              • #22
                Originally posted by hermit.crab View Post
                1. 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
                Hi,

                Looks like that there is no uv information if I restore the mesh from the cosmos asset in Maya. There is no problem in V-Ray for 3ds Max.
                Is there any way to get the right uv information in Maya?

                Thank you.

                Click image for larger version

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                • #23
                  Hi sersia

                  Apologies for the delay and thank you for flagging this! I've logged it internally as a bug and we're working on a fix (Internal bug tracker:VMAYA-11789). I'll post again when we have something more stable for you to try
                  Petya Georgieva
                  Product Specialist
                  V-Ray for Maya

                  www.chaos.com

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