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3 Dimensional Chat / 3ds max material loss once once in DBPro?

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NeoNova
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Location: Cone of Silence
Posted: 29th Dec 2005 06:34
Read a few old posts on the topic but no clear answer.

I have tons of models in 3ds max with custom materials (i.e. just the right amount of gloss falloff, specular level, reflection image, blah, blah, blah ... alot of tweeks).

When I convert them with Panda and then open in DBPro most material details are lost (image textures are in correct directory, as are bump maps but the details of gloss falloff & reflection mapping are gone and don't appear to be simple image files I can copy to the working directory).

I see commands to manually apply color texture and bump mapping in DBPro but not much else for reflection, specular level, etc.

I wanna try to preserve material details when converting. Is this limited by the DBPro renderer/shader?

The more I think about it maybe it is asking too much in terms of realtime rendering from DBPro ... ?

Samples of silly materials I wanna bring into DBPro...

P4 2.8g, 1G ram, 64MB GeForce MX 430, XP Home, mouse pad with picture of my chameleon on it

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BenDstraw
19
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Joined: 21st Dec 2004
Location: Arizona
Posted: 29th Dec 2005 07:12
.x doesnt support shader data. Im not sure which one does. though alot of that detail in max is from the renderer and is not real time.

God modelled man in his own reference image.
dark coder
22
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Location: Japan
Posted: 29th Dec 2005 07:32
yes 3dsmax materiels wouldent be exportable as is into dbp, you could setup your own reflections of robjects/shaders or whatever, the best you could do is a texture bake your scene then it should look somewhat the same.

Halowed are the ori.
Deadwords
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Location: Canada
Posted: 29th Dec 2005 17:46
You can't export the shaders in X format, but if i remember there's a FX Material Exporter in Max, witch you can use in DBPro on your model.

Skalex - Nobody can ear you scream ... you're on a forum!
Seppuku Arts
Moderator
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 29th Dec 2005 17:53
Quote: ".x doesnt support shader data."

Quote: "yes 3dsmax materiels wouldent be exportable as is into dbp"

Quote: "You can't export the shaders in X format,"

lol

"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Dodic
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Location: SNM (Serbia&Montenegro)
Posted: 29th Dec 2005 20:30
db classic at least support like this :

materials with colours.

Materials with bmp textures

no effect like raytracing or any maxes material wont work ofcousrse in db .

BenDstraw
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Posted: 29th Dec 2005 20:41
yes sepp i noticed we all had pretty much the same answer.

God modelled man in his own reference image.
Dodic
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Posted: 29th Dec 2005 21:47
well max isnt only for games , i mean its more for preaty good models that look cool when rendered , wich you can sell to sites or to companyes , its ultimate money maker tool.. (if you know what your doing...)

BenDstraw
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Posted: 29th Dec 2005 22:29
actually its just fine for games cause of its good low poly editing and normal maps so I dont know where you got that impression. In fact people prefer it for games and they say maya is better for good renders.

God modelled man in his own reference image.
NeoNova
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Location: Cone of Silence
Posted: 30th Dec 2005 04:42
I think someone needs to say it one more different way and I'll understand.

Thanks for the suggestions!

The suggestions seem to all be working ok and yeah the texture baking certainly isn't ideal but it's the best we have unless I can get better fx going. If I come up woth something brilliant (uh yeah ..) I'll post it.

Slayer! ... heheh ... nothing is better to ride into battle than Disposable Heros ... ok yeah there is good Slayer too ... oh and Priest ... oh and Search & Destroy ... ok I'll stop ...

P4 2.8g, 1G ram, 64MB GeForce MX 430, XP Home, mouse pad with picture of my chameleon on it
transient
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Posted: 30th Dec 2005 06:18
A realtime falloff shader would be excellent.

It's one of those effects that's impossible to replicate with texture mapping.

instinct is more valuable than intelligence.....
NeoNova
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Posted: 2nd Jan 2006 19:11
Ok realtime falloff shader will be the first challenege ... I'm not promising anything of course but if I can figure it out ...

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents."
H. P. Lovecraft, "The Call of Cthulhu"
BenDstraw
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Posted: 2nd Jan 2006 19:14
and maybe after that some realtime radioisty /sarcasm

God modelled man in his own reference image.
NeoNova
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Posted: 3rd Jan 2006 04:34
Sure, what the hell! Bring it on! No Problem!



*JoeC begins to wonder if he has made a horrible mistake promising tasks well beyond his ability level*



"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents."
H. P. Lovecraft, "The Call of Cthulhu"

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