Is there a way to match phxocean tex between maya and max ?

Is there a way to match phxocean tex between maya and max ?

We’ve been testing this a few months back. Make sure to have the texture mapped to the same surface size in world units in both Max and Maya, in addition to equalizing all parameters. The core of the texture is the same between Max and Maya, so if something doesn’t match, it’s the integration of options.

Well even preview differs. It feels like z and y axis thing

Why I’m asking - since phx particle tex in max not supported at export time (vrscene) had to figure out how to match max and maya settings. Quite a challenge…

Still don’t understand the challenge though…

Also, make sure to grab a V-Ray build from the last few months - I already implemented grid texture export from Max.

Cheers!

Grid texture maybe is ok, I’m about particle tex.

Console created, V-Ray 4.05.01.28586 for x64 from Oct 10 2018, 02:40:36

About oceantex. Settings looks identical, tho the result different.
http://joxi.ru/J2bD3qaf04nzVr

Scenes.
scenes.zip (159 KB)

Woops, sorry - I mean ocean texture export to vrscenes is already in the recent V-Ray nightlies for Max.