Hi everyone,
we are facing some issues with vrscene importer to Maya. We decided long time ago to work with Maya in archviz. Has been a choice with its benefits and its disadvantages.
Each new project in our study takes an average of about 50 new props. All of them, buy in the internet, where the use always to be max and vray ready, but no Maya version.
Most of these projects have to be delivered in one or two weeks. So, we have to model the whole project, textured it, lighting it up, put cameras, rendered it and put all of our props in two weeks.
I dont know all of you, but for Maya users is a really poor workflow, to translate each model to maya manually. It is a hard work and also a bit boring. Even counting you get in time to translate 50 max props into maya in one week, what is really a hard job.
As you may notice, each of us have been working around to get a better and faster workaround with max props.
There are two methods,i know, one is to import geometry as fbx and then import materiasl from a max vrscene version. Is difficult that the result has something to do with the original file, and even that, you have to do some manual work connection the right materials with the right geometry.
And the second one is the best practice, we know so far. Is to import just the vrscene from Max straight into Maya. Result is identical to max version.
Attachd comparation of both methods. Left one is importing materials from vrscene, and right one is just the vrscene importer into maya.
Perfect, we have a quick solution for maya users, even could be better if you could export each single object from max separetly and then put them together into the same file so that we could batch export them from max and got them into Maya as separate objects, but this is another history.
The problem we are facing now, is that these vrscene have the texture path write down in the vrcene file and they are absolute ones.
So you cannot share vrscenes props with other computers and what is worste, you cannot send them to a renderfarm for animation rendering.
So we think it may be easy to solve this issue for maya users and we point out 3 possible solutions. Each one solve the problem, so it would be nice to get the easiest one for chaosgroup developers.
1. To get the option to export from max with textures embeds in the vrscene file. For sure it would take longer to export, and the file size will get bigger, but for small props we are talking about 4 or 5 textures that could be embed as binary code inside the vrscene. So it would be possible to share files with vrscenes with textures with other computers and with renderfamrs.
2. Vrscene files can store the textures as relatives path, so in that case, if we have the textures in the same directory as the vrscene is, it should work on every single computers,aswell on renderfarms. The workaround with renderfarms would be in that case harder. Cause Maya doesnt know about these textures, so when you export to a renderfarm you should manually store the tetures in the same folder of the computer is ready to render. Not ideal solution.
3. The best, but we guess the harder one. When Maya import a vrscene, it does import also the textures as texture nodes in the hypershade, where they cannot be deleted by optimising the scene. That way, Maya knows about this textures, you can export them to a renderfarm, and you also con tweak them just in case you want to customiced your prop. vrscene file souhl then be connected to these textures nodes in maya. Any change to these nodes, or file path should the be write down in the vrscene.
Well, i dont know if i could light up the problem we are facing on. But for maya users in arhviz, is still a big problem and a great effort to work with libraries,as all of them are max made for.
We ask for a little bit of help to chaos group, it would be brilliant to have one of these solutions.
Thank you.
we are facing some issues with vrscene importer to Maya. We decided long time ago to work with Maya in archviz. Has been a choice with its benefits and its disadvantages.
Each new project in our study takes an average of about 50 new props. All of them, buy in the internet, where the use always to be max and vray ready, but no Maya version.
Most of these projects have to be delivered in one or two weeks. So, we have to model the whole project, textured it, lighting it up, put cameras, rendered it and put all of our props in two weeks.
I dont know all of you, but for Maya users is a really poor workflow, to translate each model to maya manually. It is a hard work and also a bit boring. Even counting you get in time to translate 50 max props into maya in one week, what is really a hard job.
As you may notice, each of us have been working around to get a better and faster workaround with max props.
There are two methods,i know, one is to import geometry as fbx and then import materiasl from a max vrscene version. Is difficult that the result has something to do with the original file, and even that, you have to do some manual work connection the right materials with the right geometry.
And the second one is the best practice, we know so far. Is to import just the vrscene from Max straight into Maya. Result is identical to max version.
Attachd comparation of both methods. Left one is importing materials from vrscene, and right one is just the vrscene importer into maya.
Perfect, we have a quick solution for maya users, even could be better if you could export each single object from max separetly and then put them together into the same file so that we could batch export them from max and got them into Maya as separate objects, but this is another history.
The problem we are facing now, is that these vrscene have the texture path write down in the vrcene file and they are absolute ones.
So you cannot share vrscenes props with other computers and what is worste, you cannot send them to a renderfarm for animation rendering.
So we think it may be easy to solve this issue for maya users and we point out 3 possible solutions. Each one solve the problem, so it would be nice to get the easiest one for chaosgroup developers.
1. To get the option to export from max with textures embeds in the vrscene file. For sure it would take longer to export, and the file size will get bigger, but for small props we are talking about 4 or 5 textures that could be embed as binary code inside the vrscene. So it would be possible to share files with vrscenes with textures with other computers and with renderfamrs.
2. Vrscene files can store the textures as relatives path, so in that case, if we have the textures in the same directory as the vrscene is, it should work on every single computers,aswell on renderfarms. The workaround with renderfarms would be in that case harder. Cause Maya doesnt know about these textures, so when you export to a renderfarm you should manually store the tetures in the same folder of the computer is ready to render. Not ideal solution.
3. The best, but we guess the harder one. When Maya import a vrscene, it does import also the textures as texture nodes in the hypershade, where they cannot be deleted by optimising the scene. That way, Maya knows about this textures, you can export them to a renderfarm, and you also con tweak them just in case you want to customiced your prop. vrscene file souhl then be connected to these textures nodes in maya. Any change to these nodes, or file path should the be write down in the vrscene.
Well, i dont know if i could light up the problem we are facing on. But for maya users in arhviz, is still a big problem and a great effort to work with libraries,as all of them are max made for.
We ask for a little bit of help to chaos group, it would be brilliant to have one of these solutions.
Thank you.
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