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A mysterious version difference between 3ds Max and Blender.

Home Forums General Questions A mysterious version difference between 3ds Max and Blender.

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  • #83383
    qiangge
    Participant

    A 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
    demo-blender

    #83386

    Hi,
    What kind of materials are assigned on the mesh from diamond.glb? I mean how this asset was produced in the first place? In general, I’d suggest looking into attributes (normals, UVs, perhaps tangents are also required).

    Soft8Soft Tech Chief
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    #83387

    As 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.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #83391
    qiangge
    Participant

    As 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 3 hours, 8 minutes ago by qiangge.
    #83393
    qiangge
    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 1 hour, 49 minutes ago by qiangge.
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