Home › Forums › General Questions › A mysterious version difference between 3ds Max and Blender.
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qiangge.
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2025-07-29 at 3:39 pm #83383
qiangge
ParticipantA plugin user reported an issue that couldn’t be resolved, so I exported nearly identical scenes from both 3ds Max and Blender (a default scene with a ring model). I used the same puzzle setup, imported the same diamond .glb model, and the same v3d.js file. However, the Blender version showed abnormal behavior, despite no errors being reported. I would like to ask the official team: what is the root cause of the differences between the software versions?@Yuri Kovelenov @Alexander Kovelenov
demo-Max
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2025-07-29 at 4:47 pm #83386Alexander Kovelenov
Staff2025-07-29 at 4:51 pm #83387Alexander Kovelenov
StaffAs behavior differences between Blender/Max, for now I can only point to the flipped normals, e.g. material.normalScale.y is inverted for MeshStandardMaterials imported from 3ds Max assets.
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This reply was modified 1 day, 3 hours ago by
Alexander Kovelenov.
2025-07-30 at 12:31 am #83391qiangge
ParticipantAs behavior differences between Blender/Max, for now I can only point to the flipped normals, e.g. material.normalScale.y is inverted for MeshStandardMaterials imported from 3ds Max assets.
@Alexander At first, I also thought the objects loaded in the two versions might be different, so I appended the same large diamond.glb
model in both scenes — this model comes from the three-mesh-bvh library itself. So it seems we can rule out issues caused by the 3D software exports.
The diamond material is based on Demo:-
This reply was modified 19 hours, 26 minutes ago by
qiangge.
2025-07-30 at 1:47 am #83393qiangge
Participant// sceneURL: params.load || 'MinDemo_DiamondMat.gltf',//blender export sceneURL: params.load || 'MinDemo_DiamondMat_max.gltf',
The only difference between the two pages is the glTF file. After I swapped the files, the diamond material rendered correctly in both cases.
So where exactly is the problem coming from? Could it be related to differences in coordinate systems between the two? But upon inspection, both have
coordSystem: "Z_UP_RIGHT"
. Perhaps there’s some other property causing the issue?3ds Max uses a left-handed coordinate system by default,
while Blender uses a right-handed coordinate system, which is consistent with glTF.
This means that glTF files exported from 3ds Max may require additional rotation (typically around the Z or Y axis) to appear correctly aligned in glTF-compatible environments.-
This reply was modified 18 hours, 8 minutes ago by
qiangge.
2025-07-30 at 6:00 am #83395Alexander Kovelenov
Staff2025-07-30 at 5:59 pm #83415qiangge
ParticipantRegarding 3ds Max and Blender, they both use the same right-handed coordinate system with Z axis pointing upwards.
shanks! Indeed, there’s not much difference between the models exported from Blender and 3ds Max. I found the reason: when using a custom shader material in Blender, the object’s
envMap
needs to be reassigned manually. In contrast, 3ds Max seems to automatically assign theenvMap
. I’m not sure why that happens, but now that I know the cause, the issue is resolved. demo of blender-
This reply was modified 1 hour, 57 minutes ago by
qiangge.
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