hey guys,
beginner here. should be a simple question for most of you guys:
so basically i ve generated a procedural city generator, which uses just one principle shader, but texture overrides for specific parts of the buildings. see attachment
now i wanna import those in 3ds max via fbx. of course, just a blank principle shader gets exported.
could somebody point me to the best solution for this?
best
export model which uses material with texture overrides
908 1 0- Squarebytes
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- vusta
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here's how to set up multi matIDs to Max
- need to create attribute hemax_material (ie. Houdini Engine)
- in Max, materials start from 1 not 0.
export as fbx, in Max you'll see blue building with red corners straightaway, can extract material in mat editor too.
hmm…interesting, just noticed in Max, the material IDs 1/2 have been swapped, it still maps correctly to the sub material tho but just beware of the IDs being swapped.
- need to create attribute hemax_material (ie. Houdini Engine)
- in Max, materials start from 1 not 0.
export as fbx, in Max you'll see blue building with red corners straightaway, can extract material in mat editor too.
hmm…interesting, just noticed in Max, the material IDs 1/2 have been swapped, it still maps correctly to the sub material tho but just beware of the IDs being swapped.
Edited by vusta - Jan. 26, 2020 19:21:18
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