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  • Vrscene materials bugs

    Hi, we are trying to create a nice python solution in Maya to import 3Dsmax assets into Maya and Vray and get the same result with a semi automated method or approach.
    At first we tried to work with vrscene files imported into maya, so we got the same result as in 3Dsmax, but we didn't really have a way to modify parameters in the sahders and textures, because by code in the vrscene file in Maya nativly is really boring and tedious.

    Finally, we are trying to get geometry and materials in two separate ways, and our script imports the vray materials via the vrscene file. So we get native vray materials in Maya and we can modify the values ​​we want.
    The problem is that these imported vrscene materials in Maya have many problems.
    First, they don't look the same as in 3Dsmax due to the VRayPluginNodeTex node and color applied, but we've fixed that through code.
    Also Fog and Fog color doenst react the same way in Maya or 3Dsmax, we dont know if its a unit system problem or whatelse, cause Maya use to work in centimeters and 3Dsmax in meters.
    Now our problem is when the original shader in 3Dsmax has displacement. Vrscene materials do not import displacement to Maya, or at least we don't find out how.
    We don't know if this is a bug or not, if so, would you be so kind as to fix it in the next update?
    Or just tell us how to get the displacement from the vrscene materials?

    Thank you.​

  • #2
    Hi,
    we had built a similar semi automated script based solution for the same aim several years ago (don't know the exact workflow as my colleague had built it). Had been working but it was no joy, especially when you need to convert several hundreds of 3dsmax assets. Annoying that in 2024 it is still not possible to exchange 3D assets between DCC packages. Perhaps USD & MaterialX / OpenPBR Shader will change that in the future. At the moment you can't import USD assets e.g. for Unity in Maya and get the same result.

    I keep my fingers crossed for you!​

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    • #3
      The 3DtoAll Max to Maya plugin was ok which would bake out the textures during conversion but you could reapply the originals this worked pretty well for most of our conversions. Might be worth examining the scripts to see how it works.

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      • #4
        Thanks, Stezza. Didn't know that one and it costs only 3,80 $ at the moment. Amazing. We will test it.

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        • #5
          Originally posted by Witt3D View Post
          Now our problem is when the original shader in 3Dsmax has displacement. Vrscene materials do not import displacement to Maya, or at least we don't find out how.
          Based on a simple test, I noticed that the displacement is written in the .vrscene as a separate plugin and is not directly included in the shader. Search for the "GeomDisplacedMesh" in the .vrscene and you'll see what I mean. Your script should probably take the values from the GeomDisplacedMesh and recreate the displacement from scratch in Maya.

          Otherwise, simply importing and rendering a .vrscene with displaced objects from 3ds Max to Maya works as expected.
          Aleksandar Hadzhiev | chaos.com
          Chaos Support Representative | contact us

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          • #6
            Hi Aleksandar,

            thank you for the info, we already knew is in a separete way in the vrscene, like every single node.
            As it is a bug or just incomplete, would it be possible to add this so that programmers could implement this in the next update.
            Makes no sense to give users the option to import materials from a vrscene file when its incomplete or some materials doesnt get imported correctly.
            As we told in the first post vrscene files are now not an option, when you want to control materials and tweak textures controls.

            Rather than try to implement new things i think is better to make everything you have right now to work properly.

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            • #7
              Originally posted by Witt3D View Post
              Makes no sense to give users the option to import materials from a vrscene file when its incomplete or some materials doesnt get imported correctly.
              I am not sure what you mean by this. You never mention how exactly are you importing the shaders. Are you using the VRayVRmatMtl?

              Originally posted by Witt3D View Post
              As we told in the first post vrscene files are now not an option, when you want to control materials and tweak textures controls.
              You can control them via the scene overrides.​
              Aleksandar Hadzhiev | chaos.com
              Chaos Support Representative | contact us

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              • #8
                Hi Aleksandar,

                I mean that as maya users we have an option to import the vray materials from a a vrscene. Right now our script imports FBX Geometry and then we import the materials via vrscene materials import option.
                We fix everything about namespaces, and assign everysingle material to each face of each shape. But the materrials are the ones that are imported via vrscene materials import. No need to double work if Chaos already has the option.
                Then via code we loop each imported material to fix some minor bugs that materials have like VrayPluginNodeTex, to try to get exact the same result as in vray standalaone and in 3dsmax.
                All works right now like a charm, but displacement. Your vray mateials importer from vrscene doesnt import to a native maya shader the displament.
                This is why we are asking you to add this buf to the next update.
                Has no sense to have a vray materials importer from vrscene if its not complete.
                As we dont have acces to the script your progammers code for this vray materials importer from vrscene, it has sense that if displcamente is missing, your programmers should add this to the scritp so if we use the vray materials importer from vrscene we also get the displacement.
                Thank you.

                Scene Overrides as i told before is boring and tedious, no sense if we got a proper and well done materials importer from vrscenes.
                In fact, you already have almost everything done.
                By one side you got your render engine Vray standalone, an dby the other side you have the different platforms. Finally everything has to be translate so that your standalone understand everything.
                So you have everysingle node from 3dsmax code to translate to Vray and everytsingle node from maya.
                This is why you add this function cause the work is already done, you just can add your VRaynodetex plugin node and make the sahder exactly the same nativly in Maya.
                Just displacement is missing.

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                • #9
                  Understood. I logged the issue (internal bug-tracker id: VMAYA-13183) for dev investigation.
                  Aleksandar Hadzhiev | chaos.com
                  Chaos Support Representative | contact us

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