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  • vrscene export from Max to Maya

    Hello, we have scene in 3ds Max, some materials have a dirt node with values for the Z axis. When exporting the scene as a vrscene the axis do not get flipped in Maya, so the bias of the dirt material is still in z-axis and not y-axis in Maya :/ is this not working in general?

  • #2
    To view the dirt bias correctly, you would have to change the Up axis within Maya to Z (Windows>Settings/Preferences>Preferences>Settings>World Coordinate System).
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      really? isn't it possible to program it so that vray changes the axis automatically, depending from where the vrscene comes? In a vrscene there is a comment:

      /////////////////////////////////////////
      // Exported by V-Ray ADV Plugins Exporter
      // V-Ray core version is 4.30.02 built at Apr 8 23:17:58 2020 b4e50a4
      // Exported at Thu Jul 16 11:32:38 2020
      // V-Ray GPU Next for 3ds Max 22.3.0.3165, update 3.2
      /////////////////////////////////////////
      // Frame at time 0

      so vray should know to auto flip the axis when rendering with Maya for example no need to change the axis in Maya, that would be a smart solution

      cheers

      Florian


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      • #4
        Thanks for the feedback. Indeed, it should. I've written an improvement request about the matter (internal bug-tracker id: VMAYA-9766) for our developers to investigate. Another workaround may be to use the VRayScene's scene overrides to switch the bias to the correct axis. In the following example, I've overridden the Z-bias to 0 and the Y-bias to 50 (original Z=50, Y=0):
        Code:
        TexDirt Map__1@tex_0 {
        bias_x=0;
        bias_y=50;
        bias_z=0;
        }
        You should open the .vrscene in Notepad to lookup your scene's dirt texture naming.
        Aleksandar Hadzhiev | chaos.com
        Chaos Support Representative | contact us

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        • #5
          thanks, indeed, this is what I did so far, I changed it in the vrscene. Our vrscenes are quit big (2GB) so I had to used UltraEdit for the editing but it works

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