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Messages - lauris47

#46
Ok thanks. For now I will have to use one texture instead of 4way blend style.
When I have some spare time I'll try to learn 3ds Max basics to bake 4Way blend materials to textures and see how result looks.
(I am Maya user, Max is so different and difficult for me)
#47
General Discussion / Re: 3ds Max to FBX to Maya Lag
July 25, 2018, 04:05:04 AM
Ok, i found something simple that should definitely be considered when playing between Max and Maya. In Max standard UV naming is UVChannel_1 while in Maya it is map1. When any file is sent to Maya, no probably no matter how (send to maya, export as fbx or obj etc) the UV naming remains. When such object is merged with any object in Maya one of the objects will have no UVs leading to black textures. Reason for that is because one model is using UVChannel_1, while other map1. In maya everything should be moved to one UV set fx. map1, then model should display correctly. This will not solve lag issues, but at least there will be no problems with textures / UVs.  If one has huge amount of objects its better to use mel script to rename uv set from Max's to Maya's:

    // get selection
    string $sel[] = `ls -sl`;
    //figure out which UV window to query for UV sets
    string $texWinName[] = `getPanel -sty polyTexturePlacementPanel`;

    //Rename uv sets to the same name so it can be merged and no black textures will appear.
    for ( $obj in $sel ) {
         select $obj;
        //query all UV sets on selection
        $UVs = `polyUVSet -q -auv`;
        for ($set in $UVs) {
            string $mapName = $set;
            if ($mapName != "map1"){
                //$mapName = "map1";
                // rename from any name to map1
                polyUVSet -rename -uvSet "" -newUVSet "map1";
            }
        }           
    }


I also added pictures of the nodes that are not delectable automatically trough standard Maya operations. I got this script, don't remember if I modified it or not.. it can end up in an error after operation, but it will clean all these nodes. These nodes definitely has to do something with FBX and UVs as the naming of them indicates that. it can also be related to lag and Maya crashes, as bigger construction history tend to lead to that.

{
string $selectedObjects[] = `ls -sl`;
int $selectionSize = `size($selectedObjects)`;

for ($i = $selectionSize; $i > 0; $i--){
    polyUVSet -currentUVSet -uvSet "uvSet" $selectedObjects;
    polyCopyUV -uvSetNameInput "" -uvSetName "map1"  -ch 1 $selectedObjects;
    polyUVSet -currentUVSet -uvSet "uvSet" $selectedObjects;
    polyUVSet -delete $selectedObjects;
//  DeleteHistory $selectedObjects;
    }
}


#48
Thank you very much.
For me it is most important to export it to FBX, because FBX is supported across all mainstream game engines and 3d programs. I will load final maps in Unity not in Hammer.

Out of curiosity, does 4way blend remains when exporting map back as a Game Level from 3ds Max WW?
#49
Hmm, but these shaders are not supported trough FBX export. I used Send to Maya from Max, which I believe uses FBX as well, and all textures disappeared. Only ones that remains are from the regular geometry/materials. I need to find a solution where at least the base texture is transferred. Maybe you have suggestion for that?

I attached pictures of both Maya and Max 2018. I think the blending on 2018 Max is shown correctly? I see different textures appearing on same faces.

Thanks
#50
Ok, Thank you for an explanation. With current project I tried multiple versions of Maya and Max. I'll try 2019 Max to see how it works over-there.

However, I was thinking that baking the shader to a texture and later use it as a single texture would be a waist of resources. Considering that each surface actually uses same textures but blends them while baked textures would require to combine these few textures to huge maps for each surface (building, ground etc.) to maintain individuality. I think newest Doom game used 16k textures, so it is possible.
#51
General Discussion / Re: 3ds Max to FBX to Maya Lag
July 23, 2018, 07:16:30 AM
I figured out some things and probably the cause of the lag. Many of the models in Maya will have some node connections to each model, which I could not automatically delete as it can usually be deleted (Delete by Type >history and others).

Some other issues appeared because of multiple UV sets for each model. I could solve that by moving every UV to "map1" from probably 3Ds Max naming of UV set "UVChannel_1" and delete  remaining UV sets on each model.

PS I probably exported trough Send To Maya option rather than to FBX as I stated before. But now I think that if I would export to FBX it should theoretically remove every unnecessary node, history etc from each model. The problem with that is that I don't know how to maintain material/texture associations automatically after the file is loaded again in Maya. I will post my findings here later.
#52
(This question was updated multiple times)

I see that displacement map textures are working inside 3Ds Max.
How can I maintain such textures when I export to FBX? Is it possible at all?

Would it be possible to bake shader/material to a single texture, so that can be reassigned to a regular material that is supported in export of FBX?
#53
General Discussion / Re: 3ds Max to FBX to Maya Lag
July 10, 2018, 09:31:45 AM
I understand. Although I think it is related more to Wall Worm exporting process, and workflow leading to Maya than actual Maya.
I am working with Maya 7 years, never had such issue. Thank you for reply though.

Maybe someone with Maya experience had similar problems?
#54
General Discussion / Re: 3ds Max to FBX to Maya Lag
July 10, 2018, 09:08:02 AM
Lag is inside Maya. For example if I take a wall model (simple 4 edged) and open UV editor, UV editor would lag so much that moving it's window is problematic. It appears as if it is constantly looping trough some code. We tried on two different machines and two different Maya 2018 releases.
#55
General Discussion / 3ds Max to FBX to Maya Lag
July 10, 2018, 03:13:47 AM
Hi,
I am not familiar with 3ds Max at all, so I exported everything to more familiar Maya trough fbx.
I am experiencing huge lag, especially with some tools as snapping, changing pivot, uv is not usable at all 2 - window lags extremely, scene loads very slow, part by part which I never experienced before.
I have created bigger maps, with 10 million polygons, which did not lag like that.

I was narrowing down the problem, tried to replicate the same amount of polygons in an empty scene, disconnect textures, materials, combining meshes, deleting various histories etc. However, it still lags.
Does anyone have any idea why this is happening?

PC is i7 9nth gen 12 threads, 16gb ram, 1080 ti, ssd...
Maya 2018.3

Thank you
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