Best file format to use, when importing textured models?

   1496   2   0
User Avatar
Member
5 posts
Joined: Aug. 2022
Offline
Hi,
So I have been using .glTF models from Sketchfab and they work perfectly, all textures just work with Mantra or Karma.
Unfortunately, Arnold render does not support .glTF models.
So I tried importing a .fbx, but the materials are not automatically mapped.

Here this guy explains how to do it with 3 textures on 1 model, I have 1 model with 35 textures.
https://www.youtube.com/watch?v=Xulmn3YdX4U [www.youtube.com]

The model I am using:
https://sketchfab.com/3d-models/dae-diorama-rustborn-8f23658a68514b7d8db956e6f908e947 [sketchfab.com]

Is there a better way?
Thanks
Will

Attachments:
mat.PNG (1.0 MB)

User Avatar
Member
8173 posts
Joined: Sept. 2011
Offline
It doesn't matter what format you pick, it will always be a lot of work to import to Houdini since sketchfab has their own ideas as to what each texture means. The use of png textures is another wrinkle as png is defined as being stored unpremultiplied according to its spec, but real time applications generally ignore this specification and use them however they fancy.

FBX should be importing with materials assigned, that's strange that you aren't seeing that.
User Avatar
Member
5 posts
Joined: Aug. 2022
Offline
It doesn't matter what format you pick, it will always be a lot of work to import to Houdini since sketchfab has their own ideas as to what each texture means. The use of png textures is another wrinkle as png is defined as being stored unpremultiplied according to its spec, but real time applications generally ignore this specification and use them however they fancy.

Thanks for the info, did not know that.

FBX should be importing with materials assigned, that's strange that you aren't seeing that.
Yep, I will try another website.

Thanks
Will
  • Quick Links