Home › Forums › Graphics / 3ds Max › Standard or Physical material?
- This topic has 6 replies, 2 voices, and was last updated 7 years, 4 months ago by
Mikhail Luzyanin.
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2018-06-25 at 8:14 am #5194
NicolaeIonascu
CustomerHi
I use the standard material for my model, but on Facebook the color of Diffuse is lost. I have studied your examples and you are using Physical material. If I use Physical material, the color is good, but very poor reflection.
How can I solve that? What I’m doing wrong?
2018-06-25 at 8:46 am #5196
Mikhail LuzyaninStaffI use the standard material for my model, but on Facebook the color of Diffuse is lost. I have studied your examples and you are using Physical material. If I use Physical material, the color is good, but very poor reflection.
For Facebook export you need to use only the Phisical material, all must work exactly as in the viewport. What do you mean under the poor reflection, can you attache the screenshot?
Co-founder and lead graphics specialist at Soft8Soft.
2018-06-25 at 9:59 am #5198NicolaeIonascu
CustomerI have attached 2 images: One in sneak peek and an other in Facebook. They look completely different. Right side material is standard.
Also you can check my max project.
Thanks
2018-06-25 at 10:01 am #5202NicolaeIonascu
CustomerAs you can see facebook show us incorrect grey corners of the cube.
2018-06-25 at 10:05 am #5203NicolaeIonascu
CustomerIt would be grate to have in facebook such a reflection as standard material provide by Sneak peek.
2018-06-25 at 10:07 am #5204
Mikhail LuzyaninStaffFacebook does no support edited vertex normals like on this cube, it’s not hte best object for testing. Try to start with a simpler example. Better not to use such a specific things like edited vertex normals, smoothing group and etc. Try to test on teapot example where is the simple mesh with baked normal map.
Co-founder and lead graphics specialist at Soft8Soft.
2018-06-25 at 10:11 am #5205
Mikhail LuzyaninStaffFacebook uses they own envuronments and supports phisical materials only. You can get the same result with phisical material: just set mettalic to 1 and roughness to 0, but the reflection will be different because of the different environment map in the cube example and facebook 3d-post. To see how it will looks like you can use environment from the fb_max folder that you can find in the application folder. It’s the same environment that uses Facebook.
Co-founder and lead graphics specialist at Soft8Soft.
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