Maya Mash colorset node not importing into 3DS Max 2018

Maya Mash colorset node not importing into 3DS Max 2018

Anonymous
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Message 1 of 15

Maya Mash colorset node not importing into 3DS Max 2018

Anonymous
Not applicable

Hello.

Since Max is missing motion graphics tools, I'm trying to export mash network from maya using alembic format and keep color randomization from the Color node.

When importing in Max and using VrayUserColor with attribute name "colorSet" for a diffuse channel, - it renders gray.

Don't know what is wrong. All possible checkboxes in  Maya and alembic export are on, arnold in Maya renders color with his aiUserDataColor.

Maya 2018, Max 2016, vray 3.5

 

Your post subject line has been edited by @hagen.deloss: Maya mash color node > alembic > 3ds max vray. How?

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Message 2 of 15

hagen.deloss
Autodesk
Autodesk

Hello @Anonymous

 

Great to hear from you on the forums!

 

I want to make sure I have an understanding of what you are trying to do. You are using Arnold in Maya and Vray in Max in this situation, and you are importing a mash network (using the alembic filetype) into Max from Maya, ok cool!

 

The issue you are having is that the color randomization node (called VrayUserColor) isn't importing correctly, is that correct? 

 

Does it render with any other rendering engine? How complex is that node network? you may want to try remaking that single node in Max and re-attaching it to your materials. It would be helpful to see a screenshot of your networks (both Maya and Max). 

 

I look forward to hearing back about this!

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 3 of 15

Anonymous
Not applicable
 

If you randomize vertex color by mash network - you'll need a colorSet attribute, - to render generated vertex color via arnold or vray.

It's a problem to transfer colorSet attibute generated by mash from maya to max with alembic export/import.

I  doubt max versions earlier then 2019.1 can import this attribute.

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Message 4 of 15

hagen.deloss
Autodesk
Autodesk

Hi @Anonymous

 

I would guess that you are correct in that assumption, or at the very least a comparable versions of Maya and Max (2018).

 

Would it be possible to get a screenshot of your material network and the Colorset attribute you are mentioning?

 

I am following up with development to see where the Alembic exporter stands currently and if there are any updates I can pass along.

 

Talk to you soon 😄

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 5 of 15

hagen.deloss
Autodesk
Autodesk

Hi @Anonymous

 

I wanted to check back and see if you had some time to revisit this issue? It would be super helpful if you could add a post with how you decide to proceed, and your results. That way other Community members can benefit from your process 😄

 

I'm interestedabout the colorset attribute, is it a network created and retained in the material? Or is it assigned via another system? Would love to get a screenshot of your workspace when you get a chance, I haven't ever used Mash so I'm extra curious

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 6 of 15

Anonymous
Not applicable

Hello @hagen.deloss

My project didn't require random colors, so I didn't use it. It was a test.

I think there is no way to import attributes like colorSet via alembic into max versions, previous to 2019.1 or 2019.1.1

And I don't have max 2019 to test with it.

Anyway, to check this for certain, we need some script, which reads alembic attributes inside of max and outside of it. This way we can determine is it an export bug, a renderer bug, or max's native import bug.

 

The test is simple, - create in Maya's Mash random colors, with a Color node. So you can see in the viewport all colors are random. As I understand, this procedure writes vertex colors of Mash object into a colorSet attribute(s) of object.

Set all needed checkboxes (for colorSet export) in Mash nodes and alembic exporter. Check if Arnold is rendering scene ok: assign aiStandardSurface material to Mash, plug aiUserDataColor into color channel, set it's attribute name to colorSet.

Export to Alembic. Then check alembic file inside and outside of max for a colorSet attribute or a similar attribute, named with specific alembic rules. If it exists in object inside of max - try to render scene with appropriate arnold/vray data/vertex map with named attribute [ colorSet ] inside it, connected to diffuse channel of material, assigned to alembic object.

My test platforms were Maya 2018 and Max 2016/Max 2018. No success with any export settings, with vray and arnold shaders in Max.

Maya's Arnold was rendering image with random colors fine, which means Arnold's got a proper colorSet attribute from Mash network inside Maya.

 

Also I've encountered a certain problems with Rebus renderfarm, when it was rendering max 2016 scene with alembic, imported from Maya with Mash animations.

I made 3 tests with short sequences ~70frames, and every time 1 or 2 nodes of renderfarm were freezing up to 30 minutes with their frames (1 frame per node/the average frame rendering time was 1 minute).

I checked alembic object with Unwrap UVW modifier and it gave me an error: "The Transform Matrices of following models should be reseted: MASH1_ReproMeshShape"

So, I decided to convert alembic into a poly with oneMesh plugin.

Alembic>>>oneMesh+editPoly+pointCache(record)>>>editablePoly(collapsed)+pointCache (play)

Pointcached geometry rendered on Rebusfarm like a charm.

 

As you can see, there are too many operations needed to just render Maya's Mash inside of Max.

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Message 7 of 15

hagen.deloss
Autodesk
Autodesk

Hello @Anonymous

 

Thanks for the extra information! I was able to work through the colorSet Mash workflow in Maya, my render in Maya using Arnold looked like this, and I made sure to replace my material to the colorSet attribute as well.

 

colorset_test.jpg

Screenshot (204).png

 

So then I exported this using the Alembic cache, and brought it into 3DS Max 2019.1.1 and wasnt seeing any materials or randomized colors...it was rendering grey, like you encountered.

 

So I went back into Maya and navigated to the Alembic export settings, and under Advanced, I checked the box Write Color Sets. After importing it back into Max, it seemed to have saved some color information, but not the colorSet node...that I could find.

 

Screenshot (206).png

 

This is as far as I got before I went to the QA team and asked around, I will also be asking another colleague when he gets into the office about this as well.

 

Thanks for being patient while I work through this 😄

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 8 of 15

hagen.deloss
Autodesk
Autodesk

Hi @Anonymous

 

I wanted to check back and see if a post helped you with your problem. It would be super helpful if you could add a post with how you decide to proceed, and your results. That way other Community members can benefit from your process 😄

 

Please select the Accept as Solution button if a post solves your issue or answers your question.

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 9 of 15

hagen.deloss
Autodesk
Autodesk

Hello @Anonymous

 

I don't have much of an update in regards to importing the Colorset node from Maya into Max, but I did want to point to a recent thread on a color jitter using a single material node to create a wide variety of colors within 3DS Max, it can be applied to a Parray, and I'm wondering, the same material setup would most likely work on a imported Mash network as well. 

 

I hope this is helpful, and would love to hear how the rest of your testing goes 😄

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

Message 10 of 15

Anonymous
Not applicable
Hello 

You can also use random maps like VrayMultiSubTex with MaterialByElement applied to object,  or randomize vertex color with simple maxscript, use data channel to drive changes, use pflow or even write a plug with mcg. Use thinking particles, forest pack or crowd.

But Mash gives you control to animate objects, their colors, e.t.c. with few clicks. Fast and simple solution for motion graphics.

 

Message 11 of 15

hagen.deloss
Autodesk
Autodesk

@Anonymous

 

Sorry for my delayed response, I'm curious, have you tried the Send To Max feature in Maya? It works if you have 2018 versions of both softwares, and I'm curious if this would work to bring over the Mash file and all its attributes?

 

I"m planning on testing it tomorrow and will keep you updated!

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 12 of 15

hagen.deloss
Autodesk
Autodesk

@Anonymous

 

Hello, I tried using the Send to 3DS Max feature using Maya 2018 without result, I will log this into our system so QA can take a look. I really appreciate you taking the time to let me know this Colorset node isn't importing using Alembic.

 

It sounds like this was just a test so your workflow wasn't impeded, which is great... were there any other details I can pass along in regards to this issue?

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 13 of 15

hagen.deloss
Autodesk
Autodesk

@Anonymous

 

Looking at the internal documentation, it seems like the issue is that Alembic file type currently doesn't hold onto vertex color information. Development is aware of this issue, and is looking into it.

 

I will let you know as soon as I get more information on a solution to this issue 😄

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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Message 14 of 15

Anonymous
Not applicable

Hello

 

---were there any other details I can pass along in regards to this issue?

Yes.

1. There could be an issue with UVWs passing via alembic from maya's mash to max. At least in pre 2019 versions. But I'm not sure if this bug exists. May be I just don't know how to export it.

2. There is a certain issue in max 2016. If you'll take alembic from mash without UVs and apply unwrap modifier, first it warns you about object matrix error (because of Y-Z axis conversion and no xform reset?). Then, if you'll ignore warning and create mappings in unwrap, it looks nice, but when you save file and reopen it, the unwrap modifier will fail on first save or further savings. Mapping resets .

3. I think (2) is causing render to fail on some frames, when using certain render farms. I made 4 tests on rebusfarm, and every time there was a fail on several frames, render nodes were freezing up to 30 minutes (average render time per frame was 1 minute). And it's an alembic failure. Not necessary due failed mapping, but surely alembic. Because scene, where alembic is baked to poly with pointcache, - renders ok.

Message 15 of 15

hagen.deloss
Autodesk
Autodesk

@Anonymous

 

Great! I added this additional information to the internal database, I really appreciate you taking the time to do that!

 

 



Hagen Deloss
Community Manager | Media & Entertainment
Installation & Licensing forums | Contact product support | Autodesk AREA


 

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