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Messages - James Vella

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1
Blender file attached (Blender 4.1 required), just go to render mode in viewport and click on the object and rotate it, it looks fine from all angles.

2
Interestingly when I import this into blender and use one of the built-in HDRIs. Indeed the geometry looks correct (same obj as the one imported into 3dsmax).

3
The cylindrical mesh looks good however. It's strange indeed.

I thought so too at first, but when I rotated it a little more I start to see the center seam (not as bad stretching as the OP but it shouldnt have this seam)

4
Ive attached the 2021 version to my previous post.

5
Strange, what do you mean by rebuild? The mesh looks like it's the same...

I attached the file (previous post), I just rebuild the mesh using a sphere, cut it, shell it and apply the same glass material and place it kind of in the same location as original imported obj (its rough but its kind of close, missing the bottom extruded lip but the reflection on the surface is easy enough to see from here). Check the layer names

edit:
Ah I see what you mean, yes this is his mesh wireframe, just showing its green (normals). This is the wire from the rebuild mesh. Again the poles are a problem but im just looking at the main surface.

6
Strangely pokoy my normals are green on object import, and it still does the same behavior as Ata describes. When I rebuild it its clean (ignore the warping along the poles of there sphere I cut)

File attached (hdri too large, just download from Ata link)

7
Ah yes I see what you mean. As a test it also does the same thing in Vray. Welding, Edit Normal, Smooth, Crease modifiers dont seem to help either. Ill take another look this evening and see if I can find anything useful. When I rebuilt it using a clean mesh it worked as expected. Edit: Doesnt rhino have a quad mesher now, does it help at all?

8
Would be best if you also upload the quad version for comparison.

However I put your obj2 in the scene, rendered with corona sky/clouds & hdri, looks fine.

Are you using the Corona Physical Glass Preset?


9
Can you upload this mesh for inspection? Im curious now. No textures required.

10
Triangulated mesh shouldnt make a difference, It sounds more like your smoothing groups (or some UV error if you are using them).

Quad:
Quad" border="0

Triangulated:
Triangle" border="0

Quad Wire:
Quad2" border="0

Triangle Wire:
Triangle2" border="0
Triangle3" border="0

11
[Max] I need help! / Re: export 'glass material' to fbx
« on: 2024-05-28, 23:11:14 »
Unity, Unreal, 3dsmax, Blender... etc all do .usd

It should eventually (hopefully) be the universal format, along with OSL, MaterialX and other open formats that we can send 3D data between packages easily. Vray already has a good bridge to usd.

Working out how to export it from 3dsmax so its universally acceptable... lol well thats another matter. I'm also struggling to work it out but I only tried since you asked me so over time Ill figure it out but in my experience, 3dsmax always likes to throw some spanner in the works. So until then I have no advice for you on that front.

If you are going the FBX route, then you will certainly need a few workarounds along the way, scripts, bobs and bits. Anyway, feel free to keep us posted with your travels, I'm on a similar path.

12
[Max] I need help! / Re: export 'glass material' to fbx
« on: 2024-05-28, 22:08:15 »
Well in that case:

1. .usd is Autodesk interchange with materials, I havent found a way to export to .usdz with material yet.
2. You need to work out what configuration the Apple Vision Goggles accepts as material formats from 3dsmax.
3. FBX from 3dsmax works best with Standard (Legacy) formats. This can be quite a hit and miss unless you can either (A) script it using setprop values per object and a json formatter on the other end (B) Convert them to the correct format after export to FBX or (C) some custom format. For example I have scripts that ive made that convert Vray materials to use in Blender, C4D, GLTF/GLB but these must be designed for your worklow. Ive given them away for free in my blog/github but they are not designed for Corona and if you are not familiar with maxscript - will be difficult to adapt to your workflow.
4. You cannot export any Corona material unless its through a plugin like datasmith which is specially designed for particular software. All Corona, Vray etc materials must be converted to a compatible format for the format you require on the other end.

In short, if you want to take the FBX route, use a Standard (Legacy) material for glass, set the diffuse color, opacity and reflection value to your desired amount, and export.


13
[Max] I need help! / Re: export 'glass material' to fbx
« on: 2024-05-28, 19:07:58 »
Can you elaborate on what you are doing with the FBX? For example Blender handles things differently to Cinema4D when importing FBX files. So what are you actually trying to do with this FBX?

Otherwise the current PBR technique is to use Opacity/Metal since Refraction is not an option. Metal is not required but it does help with the reflective value, Substance has built in presets for such which you can investigate.

If you are looking at things like GLTF/GLB then theres another method for that too (which is similar to the Substance method).

14
[Max] I need help! / Re: usdz export problem
« on: 2024-05-27, 16:08:55 »
Just tested it using Physical materials, seems to work just fine exporting to .usd

Just remember to put a normal node before your normal texture in the bump slot. Or apparently you can use the PBR Metal/Gloss, GLTF materials too. My script that converts Corona to Physical also does the normal node for you.

15
[Max] I need help! / Re: usdz export problem
« on: 2024-05-27, 12:35:27 »
I dont use usd (yet) but from the documentation it looks like you need either Physical, USD Preview Surface or MaterialX materials (not Corona materials). If you are using only Corona Physical materials you can try my script  to convert to Autodesk Physical materials (not sure how Physical materials behave in usd but you can try).

You could also put a request to Corona team to implement a converter/exporter similar to Vray 6. Currently I dont see it on the trello roadmap.


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