export model which uses material with texture overrides

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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

Attachments:
city1.JPG (96.3 KB)

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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.
Edited by vusta - 2020年1月26日 19:21:18

Attachments:
vu_Max_MatIDs.hiplc (271.4 KB)

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