When using a mix map in the diffuse in 3DS Max, everything is ignored and the resulting Unreal material is black after importing. Unreal 2.21, Max 2019, Vray Next 1.1.
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3DS Max Mix Map to Unreal Broken
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Hi, TheMuff
The MixMap texture is not yet supported on import in Unreal. We are constantly updating supported features, materials, lights and geometries both for import and in Unreal so please check the Announcement section of the forum for new features in latest builds or for the supported features in the documentation here:Supported Features. For a current solution you can try what 8080ff suggested and try the "Render material from .vrscene" feature of the material.
Best regards,
AlexanderAlexander Atanasov
V-Ray for Unreal & Chaos Vantage QA
Chaos
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Hmm.. that's an important feature. Lot's of materials will be created with Mix - can't wait to see that update. Keep rocking - cheers!
ps: looks like Tiles is also not supported yet!Last edited by bernhard; 21-03-2019, 07:44 PM.
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Hi, Bernhard
Hmm.. that's an important feature. Lot's of materials will be created with Mix
ps: looks like Tiles is also not supported yet!
Best regards,
AlexanderAlexander Atanasov
V-Ray for Unreal & Chaos Vantage QA
Chaos
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okay, okay... sooo.. what you think would be the best solution to create procedural shaders that are also supported in Vray Unreal?
I guess... for example... it might be useful to create PBR shaders with 3dcoat - then you get all the texture maps and you don't need to worry about max oder maya procedurals.
right?
anything you would suggest?
it's anyways always a pain to create such shaders from scratch inside of max, maya, etc.
if you have any other great tools you can recommend to create fast procedural PBR's ... please share....
thank you so much!
cheers
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Hi, Bernhard
Well, anything that works with procedurals and then export a texture of it really - Substance Pinter, Designer, Alchemist, Quixel Mixer, 3DCoat, Mudbox,etc. You can also use the Max Render texture feature in the material editor to condense the material from complex shading graph to just a few textures. This workflow of using baked textures are also render time friendly. For example that that metal material on the left which is composed of many composites blends can be condensed to the one on the right which look pretty close to the original and render nearly 50% faster.
Best regards,
AlexanderLast edited by Alexander.Atanasov; 25-03-2019, 01:19 AM.Alexander Atanasov
V-Ray for Unreal & Chaos Vantage QA
Chaos
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Hi Alex!
yeah cool. got it. so basically every tool that allows you to create PBR's and exports at the end the maps.
hx man and keep rocking!
cheers
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