Exporting blend materials and texture channels

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Moonhowl
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Posts: 62
Joined: Tue Apr 13, 2010 12:07 pm
Location: London

Hello,

is it possible to export more complex texture set ups?

I've been trying to export a blend material but all octane got was the rgb color of the blend material itself, neither of the child materials:-)



Also, I have an object that has two materials applied to it, one to channel one and one to channel two.

How would I export this to octane and retain the channel 2 uvw coordinates for the texture?
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
Moonhowl
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Joined: Tue Apr 13, 2010 12:07 pm
Location: London

uhm...*bump*?;P any thoughts, or is the question too silly?:-)
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
bedslouki
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Joined: Sun Jun 26, 2011 7:55 pm
Location: LB

Same Question Here :roll: :?:
Win 7 Utimate x64 | Dual Xeon 5620 Overclocked 4.2 Ghz | x2 Nvidia GTX 580 Hawk Edition 3GB Overclocked | 96 GB Ram | 3ds Max Design 2013 | Octane 1.0
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Proupin
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If it's a multimaterial, then it will show up as two or more materials in Octane, and if they can be mapped only using one uv channel per material then it works. There's no way to choose a specific channel for the maps inside Octane, if your second material only has one channel whatever number it is, it will use that. But you can't have a color map using one uv-set and a second one for bump, for example. afaik.

This is a limitation of the .obj file format and the exporter, some of the data is just lost when writing the .obj file. To know what's supported or not, simply import the .obj back to 3dsMax, to get an idea of what you're gonna get in Octane.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
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