ROP FBX Character Output doesn't save shop materialpath

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I'm trying to export character with ROP FBX Character Output into UE, but as I figured out it doesn't have shop_materialpath attribute, even if the checkbox "Embed Media" is on. So, I don't have material slots in UE. Please, fix it! Or sugest me another way to get material slots in UE, because now I have to reapply materials thought C4D
Edited by LuSkar - March 6, 2025 07:11:28
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No response...
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Do the materials actually exists in Houdini? if not there won't be an entry for them in the fbx, and thus no slots for them in UE
More code, less clicks.
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Jonathan de Blok
Do the materials actually exists in Houdini? if not there won't be an entry for them in the fbx, and thus no slots for them in UE
This is the problem, that this one node which can save character with skeleton doesn't save materials, but it should!
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I understand the problem, what I mean is that it will only save materials when the materials the @shop_materialpath points to do actually exist.
More code, less clicks.
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Jonathan de Blok
I understand the problem, what I mean is that it will only save materials when the materials the @shop_materialpath points to do actually exist.
Unfortunantly it doesn't matter, with @shop_materialpath on points or prims. This is a bug, this doesn't work as suppose to, that why I try to make attention of the developers and I'm sure it's easy to fix.
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Has nothing changed since 2014? I am facing the same problem! Can anyone tell me what to do?
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Got it! I should have read help carefully ))
There is an attribute for transferring materials: fbx_material_name
The name of the material is written in it.
In the shop_materialpath attribute it is necessary to specify the existing shader (principledshader, let's say)
There is also an attribute material_override - for overriding shader parameters.

And after all this the materials are transferred! Yay!
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