Author Topic: Converting materials from Blender  (Read 118 times)

2024-05-01, 04:37:07

britbunkley

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I imported a model that I bought made in Blender into 3Ds Max 2024. I imported the FBX (obj would not work with an error meshName=shapeName when importing OBJ). I used the relink bitmaps script. The materials came into Max, but what the original maker said were alpha maps came in as what seemed to be separate materials laying over the pavement and walls instead of blending onto the walls and pavement.

Any ideas on how to attach these alphas correctly?

I've attached the original image rendered in Blender, the one in Max, after importing bitmaps into the FBX file. And a screenshot of the material layout in Blender (which I am a newbie at)..and one of the alpha files.  The original artist said "Use "alpha " image textures for cutout opacity map". Are there tutorials on this?
« Last Edit: 2024-05-01, 05:20:09 by britbunkley »

2024-05-01, 10:14:54
Reply #1

romullus

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You would need to plug supplied opacity texture in the material's opacity slot. It also could be a good idea to plug that material into Corona rayswitch material and populate all its slots except GI, so that your floating decals won't cast the shadows.
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