i’ve been trying to figure out a workflow from getting a model with Vray mats from 3dsmax to AR
my current workflow is to export as a usdz from 3ds max exporter v0.6.0.3048 with vray configuration > adobe dimension, where i then have to re-texture? > adobe aero
from reading the vray help files it seems as though the usdz file export from max should be packaging the vray materials & textures so i don’t need to re-texture in dimension?
is that correct? am i missing a step somewhere?
Hm. Since V-Ray was replaced by the native Adobe Dimension renderer, I presume V-Ray shaders need to go through a delegate. This means V-Ray shaders need to be translated to the native .mdl beforehand to appear. However, judging by the supported features on the Omniverse Connect, mapping isn’t one of them. Otherwise, I will investigate further and write back.
had chance to do some quick testing.
the simple vray materials were translated using omniverse exporter, however any materials using .tx textures were not translated.
also having some issues with the scale of the files on import into dimension, and real world map scale inconsistencies which require further investigation.
i’ve done a bit more testing and managed to get a result!
turns out omniverse exporter was the key
couple of issues -
- had to translate any .tx files to jpeg and re-load
- unfortunately i’m getting an error when using vraybitmap so have had to switch to standard bitmaps and therefore lose the triplanertex for randomised texture tiling.
- when using real world map scale i’m not able to fix the map scale properly when bringing objects into dimension, so have had to resort to UVW mapping any objects previously using real world mapping
- have to collapse/edit poly or un-instance all objects prior to export
unfortunately i can’t share the project as it’s under strict NDA but if i get time i’ll export another model