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ORM maps auto creation

Home Forums Graphics / 3ds Max ORM maps auto creation

Viewing 6 posts - 1 through 6 (of 6 total)
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  • #86193
    NaxosCG
    Customer

    Hello there !

    Is there anyway to prevent the OcclusionRoughnessMetallic map auto generation ?

    I have made one myself with photoshop, and i use a “colorCorrection” to split this bitmap in Occlusion / roughness / metallic, like explained in the manual (red/red/red/alpha, g/g/g/a and b/b/b/a), but when i export the render is not good : roughness is dull, like if it was full white.
    So i tried to put grey-8b bitmaps separatelly, but then verge3D exporter creates a ORM map, looking exactly like the one i made myself but with a fancy name (occlusion_roughness_metallic_60985a40610fab44.png)…

    So question is : how to :
    – or prevent generation of this map and use my grey-8b bitmaps ?
    – or generate this ORM bitmap but with a choosen name ?
    – use my own ORM bitmap with roughness working ?

    See screenshots…

    • This topic was modified 3 days, 23 hours ago by NaxosCG.

    "1+1=3... for large values of 1"

    #86202

    Hi,
    USD (usdPreviewSurface) materials from 3ds Max are kinda special since they are converted to glTF 2.0-conformant PBR model upon exporting to Verge3D. This is intentional to keep greater level of compatibility between exported assets. The downside of this is that you can’t really use the conventional material system of 3ds Max. For more advanced texture control and a complete lookdev workflow, switch to Physical or OpenPBR materials.

    Soft8Soft Tech Chief
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    #86203
    NaxosCG
    Customer

    Hi,
    For more advanced texture control and a complete lookdev workflow, switch to Physical or OpenPBR materials.

    Ok, i used to use USD matgerial as for long the iOS AR system only accepts USD shader…

    Not sure, but i think it is not a limitation anymore, as the new Verge3d can convert to iOS AR from Physical / OpenPBR now ? Right ?

    "1+1=3... for large values of 1"

    #86204
    NaxosCG
    Customer

    Tested Physical materials : it works well on desktop :
    https://v3d.net/1dsc

    But if you test on iPhone, i have strange renders… (see attached)… And no letter in the AR…

    Any idea ?

    Attachments:

    "1+1=3... for large values of 1"

    #86206

    I see!
    Indeed, for iOS-based AR, the USD approach looks better, even with all of its limitations. Conversion of complicated node trees to USD in runtime is more difficult and might cause various issues with the material (as in your example).

    Soft8Soft Tech Chief
    Want more Verge3D updates? Follow me on X, Facebook, or LinkedIn

    #86210
    NaxosCG
    Customer

    i’ll try also PBR and OpenPBR, just in case…
    But USD works for sure, only it does convert my maps into auto-named maps…
    Annoying, but not blocking.

    "1+1=3... for large values of 1"

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