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  • VRmat doesn't load/show textures

    Hi everybody...

    I'm trying to reuse shaders from 3ds Max+Vray in MODO+Vray. When I export a material from 3ds Max (2016) as VRmat, the textures are saved correctly to disk. But when I load the shader in MODO as a VRmat, the texture is not loaded. I have tried with a simple diffuse texture, but it simply doesn't show up in the V-Ray frame buffer.

    I have also tried to reuse a metal shader without any textures and it does show up. I have tried to put the texture in the Shader Tree just above the VRmat and set it to Diffuse Color, but nothing works.

    I'm a newbie to Vray, so maybe I have missed some important step?

    Oh, one other question: Is it correct that you cannot edit a VRmat in MODO as you can i 3ds Max?

    Thanks in advance for any input.

  • #2
    It does seem to work for me on a simple scene. How many UV maps does the mesh you are applying the VRmat to has ?
    The VRmat remembers a UV channel index on which to apply the texture. But if you have multiple UV maps in MODO,
    there is no way to know which UV map goes to which UV channel index. So the problem might be that the wrong UV map
    is used (maybe one of the UV maps has no UVs at all and it gets used? ).

    If it's not that, please attach a scene (and the vrmat), so I can check what's happening.

    Also the VRmat material contains all the material information, you cannot change its textures by adding textures above it in MODO's
    shader tree.

    And yes, you cannot edit VRmats in V-Ray for MODO, I might be able to add the VRmat editor as a separate application,
    but including it inside of MODO would create too much problems, so it won't be done for the initial release.

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

    Comment


    • #3
      Originally posted by vladimir.nedev View Post
      It does seem to work for me on a simple scene. How many UV maps does the mesh you are applying the VRmat to has ?
      The VRmat remembers a UV channel index on which to apply the texture. But if you have multiple UV maps in MODO,
      there is no way to know which UV map goes to which UV channel index. So the problem might be that the wrong UV map
      is used (maybe one of the UV maps has no UVs at all and it gets used? ).
      Hi Vladimir...

      Thanks for your quick reply. Ah, I didn't think of the UV maps. I will have to check that out, but it will probably not be before tomorrow.

      Originally posted by vladimir.nedev View Post
      And yes, you cannot edit VRmats in V-Ray for MODO, I might be able to add the VRmat editor as a separate application,
      but including it inside of MODO would create too much problems, so it won't be done for the initial release.
      No problem. It would be great with a separate application if it is easy enough to do or I'm not the only one who would like it.

      Best regards, Nils

      Comment


      • #4
        Hi again Vladimir...

        I think it might be an issue with the UV, but I'm not sure. Anyway, I can get the textures rendered now, but only in greyscale.

        Here is my very simple scene with the vrmat folder included.

        http://1drv.ms/1GCoi5n

        Best regards, Nils

        Comment


        • #5
          Hi WilleViz

          I just checked your scene. You only need to select the AI39_003_112 from the Material name drop down list in the V-Ray VRmat material parameters. It's some sort of mixture between the grayish pattern currently rendered and the color in the other material name in the list. I hope this is what you're looking for.

          Best regards!
          Margarita Stoeva | chaos.com
          Chaos QA (V-Ray for 3ds Max)

          Comment


          • #6
            Originally posted by Margarita.Stoeva View Post
            Hi WilleViz

            I just checked your scene. You only need to select the AI39_003_112 from the Material name drop down list in the V-Ray VRmat material parameters. It's some sort of mixture between the grayish pattern currently rendered and the color in the other material name in the list. I hope this is what you're looking for.

            Best regards!
            Hi Margarita Stoeva....

            Thanks a lot for your help. Yes, that did the trick.

            The diffuse color might still be a bit too dark and not red enough compared the the original scene (the part is from an Evermotion archinterior), but the could very well just be down to the lightning. But it does add a question from me: Is there a way to apply a color correct layer to the VRmat material? Just in case I need to fine tune the diffuse color?

            Best regards, WilleViz

            PS: Awesome work on the Vray for MODO!

            Comment


            • #7
              Hi WilleViz

              As Vladimir said, you cannot edit VRmats in V-Ray for MODO yet. I don't think it's currently possible to influence the V-Ray VRmat material's diffuse color in Modo correctly.
              You can edit the material's code when convenient. In this specific scene to change the "red" part of the material edit the r,g,b values in the .vrmat file under the Asset url="/AI39_003_091/BRDFVRayMtl/diffuse" line. It's not a beautiful solution but it will work here.

              Best regards
              Margarita Stoeva | chaos.com
              Chaos QA (V-Ray for 3ds Max)

              Comment


              • #8
                Unfortunately, the only way to change the .vrmat material is using the VRMat editor, but that is not included in the V-Ray for MODO installation.
                Even then, it won't be as convenient as having the material laid out in MODO's UI.
                This would be possible only by us implementing an importer for vrscene files (which is another format you can export materials from 3dsMax/Maya, which is probably more robust than vrmats as it is used for RT in 3ds Max and Production/RT in Maya).
                It will be a lot of additional work, and it might not work perfectly initially, which will require even more work in the long run. For this reason, Vlado is not a fan of the idea. Still there is a huge library of V-Ray for 3ds Max materials
                out there, so being able to auto-convert them to V-Ray materials in MODO will probably be an important feature.
                In any case you will need a V-Ray for 3ds Max copy (and a 3ds Max copy ) to do the initial export to a .vrscene file.

                Greetings,
                Vladimir Nedev
                Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

                Comment


                • #9
                  Originally posted by vladimir.nedev View Post
                  Unfortunately, the only way to change the .vrmat material is using the VRMat editor, but that is not included in the V-Ray for MODO installation.
                  Even then, it won't be as convenient as having the material laid out in MODO's UI.
                  This would be possible only by us implementing an importer for vrscene files (which is another format you can export materials from 3dsMax/Maya, which is probably more robust than vrmats as it is used for RT in 3ds Max and Production/RT in Maya).
                  It will be a lot of additional work, and it might not work perfectly initially, which will require even more work in the long run. For this reason, Vlado is not a fan of the idea. Still there is a huge library of V-Ray for 3ds Max materials out there, so being able to auto-convert them to V-Ray materials in MODO will probably be an important feature.
                  In any case you will need a V-Ray for 3ds Max copy (and a 3ds Max copy ) to do the initial export to a .vrscene file.

                  Greetings,
                  Vladimir Nedev
                  Hi Vladimir...

                  Thanks for your reply. Yes, some way to convert/copy the materials from Vray in Max to Vray in MODO would be a great help, but I can see why it would take time to do and that the development time might be used better on other things. Anyway, getting Vray materials out of Max isn't a big problem. A demo of Max and Vray do fine and after that you can rent Max for a month and still use a Vray demo for Max.

                  Some materials in Vray is fairly complex and redoing them from scratch in MODO might not be the best way to spend ones time.

                  Comment

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