I’m importing things from my Max library and I also use Max as a bridge between quixel bridge and Houdini (since quixel bridge doesn’t support vray materials). I often need to tweak the materials, but when I “import material” in the vrscene node I never get a correct result. With some meshes the UV channel is wrong, with quixel assets the opacity is wrong, making the model invisible. In the case of the quixel models, opacity maps are present inside the material, but are not hooked up. So far I’ve managed to get materials to work in the end, but it takes time and a bit of detective work, which isn’t optimal when converting many models.
Is this a known thing or am I doing something wrong?
In 3dsmax UVs are index based (with 0 channel reserved for vertex color), in Maya UVs are name based and in Houdini it’s just an attribute with arbitrary name (uv# usually).
So for vrscenes exported from Maya there is usually no need to adjust anything.
For vrscenes exported from UV-index based apps (like 3dsmax) there is “Options” tab in the material import dialog with UV remapping options.
Ok, thank you. What about the opacity not being hooked up, is that something that can be easily fixed (without going in to every material and connecting it)?