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Verge3d for 3ds max errors when exporting

Home Forums General Questions Verge3d for 3ds max errors when exporting

Viewing 15 posts - 1 through 15 (of 20 total)
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  • #29556
    Avatarjamiec
    Licensee

    Hi All,

    I’m Jamie, and currently working on a video tutorial about verge3d.
    Every time I export a 3ds max scene to verge3d with an hdri applied to the environment, it doesn’t appear sometimes(comes out black).
    Is this to do with the fact that my hdri map is over 300MB in size?
    I have also tried a 35MB hdri map, and still doesn’t work sometimes.
    Is this to do with windows 10 settings?

    Also,3ds max photometric light and shadows doesn’t work when exported to verge3d.

    Finally, the matte/shadow basic parameters doesn’t work when exported to verge3d.

    I have attached my render and export settings

    Looking forward to hearing from you soon!

    Jamie

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    #29560

    Is this to do with the fact that my hdri map is over 300MB in size?
    I have also tried a 35MB hdri map, and still doesn’t work sometimes.
    Is this to do with windows 10 settings?

    Usually we work with HDR images that less than 1mb and never tested an HDRi more than 4-5mb. Seems the size is the problem and seems it’s can’t loaded sometime.

    Also,3ds max photometric light and shadows doesn’t work when exported to verge3d.

    Verge3D has it’s own shadow system. Look at this doc.

    Finally, the matte/shadow basic parameters doesn’t work when exported to verge3d.

    This material not supported.

    Co-founder and lead graphics specialist at Soft8Soft. Blender only and forever!

    #29569
    Avatarjamiec
    Licensee

    Hi Mikahil,

    Thank you for the answers. It’s much appreciated!
    In your document, you are using fspotlight. Is that a standard or photometric light?
    When exported, the verge3d lighting and global illumination doesn’t look similar to the Art render in 3ds max.

    Do you have a similar material that works like the matte/shadow shader?
    This would be very useful for the automotive industry.

    The more realistic a verge3d scene looks, the more users you will have.

    Kind Regards

    Jamie

    #29596

    Materials and lighing (and ibl too) works different in Art and verge3d because Art it’s a raytracer and verge3d is realtime render, so you can’t get the same result.
    There’s no such material, but the only way to get the same effect is to bake shadows to a map and use it as trancperency mask where dark parts will be opaque and white parts will be trancparent.

    Co-founder and lead graphics specialist at Soft8Soft. Blender only and forever!

    #29597
    Avatarjamiec
    Licensee

    The cutout toggle from physical material doesn’t work for transparency.
    Do you use the transparency weight toggle instead?

    I don’t mind baking shadows, but don’t think many users will want to do that.
    Can you make the matte/shadow shader compatible with verge3d?
    Also, the hdri (ibl) only works for reflections. Not lighting.
    Can you do something about it?

    Finally,I have tried the attached 1.4 MB hdri file. Still coming out black.
    Do you know why this is happening?

    Regards

    Jamie

    #29599

    The cutout toggle from physical material doesn’t work for transparency.
    Do you use the transparency weight toggle instead?

    Have you set a Blend type in the Verge3D settings on the material?

    I don’t mind baking shadows, but don’t think many users will want to do that.
    Can you make the matte/shadow shader compatible with verge3d?

    I’ll ask our programmists.

    Also, the hdri (ibl) only works for reflections. Not lighting.
    Can you do something about it?

    It’s works, but as I said it works different not like it works in raytracing. If you disable all reflection on materials and delete all point light sources you will se that objects still lighted. Better to compare it how it looks in the viewport of the 3ds Max than in Art render.

    Co-founder and lead graphics specialist at Soft8Soft. Blender only and forever!

    #29601

    Hi,
    We’re going to prioritize the task of implementing Matte/Shadow node. Stay tuned!

    Co-founder and CTO at Soft8Soft
    FB | Twitter | VK

    #29614
    Avatarjamiec
    Licensee

    OK.Thank you.
    It’s much appreciated :)
    Jamie

    #29616

    It’s also better to use one small environment.hdri only for lighting and reflection and onother one to cover background so the user will see only this image (usually jpg) as a background like it done in scooter demo. And better bake all shadows for better performand, shadows is very slow especially if you have a lot of mesh on the scene and dinamics. Look at this article and this video for more detail.

    Co-founder and lead graphics specialist at Soft8Soft. Blender only and forever!

    #29629
    Avatarjamiec
    Licensee

    Hi Mikhail,

    3ds max is not compatible with Art render to bake shadows (it blocks it and generates file errors).

    Have you tried it before?

    Your puzzles system is amazing for artists who don’t know how to code.
    However, the global illumination, lighting and shaders compatibility with verge3d could be improved for artists.

    Most artists will be put off by having to bake, and do other tricks to get the visuals to look half decent.
    Can you create a system that automatically bakes shadows, GI and lighting realistically…like unrealengine?
    As mentioned earlier, your puzzles system is a thousand times better than the blue print method of unreal engine.
    However, your shaders, shadows, GI and lighting could be made easier to export realistically for artists.

    Regards

    Jamie

    #29696

    3ds max is not compatible with Art render to bake shadows (it blocks it and generates file errors).

    In 2021 now possible to use Arnold render to bake all maps or you can use any other render engine to bake shadows. You can even use Blender or Substance Painter (a I usualy do) to bake AO and shadows map and use then in Art render then to prepear all materials for Verge.

    Can you create a system that automatically bakes shadows, GI and lighting realistically…like unrealengine?

    Seems we far away from that way.

    However, your shaders, shadows, GI and lighting could be made easier to export realistically for artists.

    I agree, but not all of us, so the only way for now to get a good result is to bake all you can bake.

    Co-founder and lead graphics specialist at Soft8Soft. Blender only and forever!

    #29706

    I have good news. We’re about to ship support of the Matte/Shadow material as part of the upcoming Verge3D 3.3 pre-release!

    Co-founder and CTO at Soft8Soft
    FB | Twitter | VK

    #29723
    Avatarjamiec
    Licensee

    That’s fantastic indeed. :) Should add this to the current tutorial?

    Kind Regards

    Jamie

    #29729

    It’s up to you! BTW the pre-release is scheduled for release tomorrow or on Wednesday.

    Co-founder and CTO at Soft8Soft
    FB | Twitter | VK

    #29817

    Check it out! Feedback welcome :bye:

    Co-founder and CTO at Soft8Soft
    FB | Twitter | VK

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