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I've run a few tests on both Maya and Max scene you've sent us and I must say that there is something different in the Environment setup in both scenes.
Since I am not sure how exactly you've built Maya scene I decided to start it from beginning following the bellow procedure:
1.Create new empty max scene and import only two pieces of the head-geometry
2.Create two new cameras - Standard and VrayPhysical Camera. Both cameras have the same location and I need them both because I want to render from VrayPhysicalCam and at the same time I would like to export Standard Cam to Maya.
3.Create a new VrayDomeLight
4.At this point I am ready to export the scene to Maya - so I just select File > Send to Maya > Send as New Scene and everything except the VrayDomeLight and Materials is transfered to Maya
5.Create a new VrayDomeLight in Maya with the same parameters like the ones used in Max
6.For the materials I went back in Max , then from Vray RT parameters I specified Export .vrscene file path and after hitting ActiveShade Rendering the scene is exported as a *.vrscene
7.In maya I created new VrayVrmatMtls for both pieces of geometry and I selected previously exported vrscene file with the correct materials for each piece.
8.Add VrayPhysicalCam modifier to the previously imported camera with the same settings like the ones in 3DSMax Physical Camera
9.Making sure that Render Settings between Max and Maya are exactly the same.
10.Render
As you can see both results are very very very close - Maya's result is a bit darker for some reason and I am not able to tell you why is that, I made sure that everything is set up in the exact same way in both 3D platforms so I guess this is because some differences between Vray for 3DSMax and Vray for Maya code.
Our advice is to check everything in the Maya scene and make sure that it has the same setup and materials like the ones in 3DSMax - you can use the same workflow I mentioned earlier in order to transpher the scene from Max to Maya.
If I look at your render, I don't see all my maps being used... Like the bump and glossiness maps. My materials are made of vray blens materials with additive mode and I have at least 3 layers of blend with many falloffs.
In my maya 2012 renders the materials seemed to had lost the glossiness maps and linear workflow (wrong gamma giving washed out textures)
If I look at your render in max it also seem to be washed out compared to ma max render. So I think you did not use linear workflow correctly.
I will try to make a more simple scene with a piece of the bust were we see more easily the effect of glossiness and I will send you the files.
Thank you very much for your collaboration and the files you've provided us - they helped us a lot during the investigation.
We've found a bug with reading vrscene-materials in Maya - it seams that some of the properties like Reflection Glossiness map are not imported properly.
Our developers are informed about this issue and we hope that the fix will come out soon.
We will let you know when we have some updates on that matter.
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