Please support material per face when exporting to other render engines

Please support material per face when exporting to other render engines

cekuhnen
Mentor Mentor
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Message 1 of 13

Please support material per face when exporting to other render engines

cekuhnen
Mentor
Mentor

Hi all,

 

Fusion API does not currently support the export of Material per Face and this is very crucial to have when working with furniture design and laminated surfaces when using for example the Thea Render plug-in.

 

Any idea if this could be easily added? Only being able to export body materials is not always everything you need and you dont want to make a special render model for separated faces to export!

 

Claas

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 2 of 13

marshaltu
Autodesk
Autodesk

Hello,

 

Material seems to be not meaningful for "face". We cannot assign a material to face of a body in UI. Instead we do support appearance per face. You should be able to extract rendering propeties from "appearance".

 

Please let us know if it cannot meet your requirements.

 

Thanks,

Marshal



Marshal Tu
Fusion Developer
>
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Message 3 of 13

cekuhnen
Mentor
Mentor

Hi there

 

Hi Marshaltu I am talking about material / shader / texture for render engines and not materials for the physics engine.

 

Fusion API as far as I know can only extract the appearance from a body and not a face. That is a hughe problem for me.

 

Can you please add that to the API so engines like Thea Render can use it?

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 4 of 13

ekinsb
Alumni
Alumni

The BRepFace object supports the appearance property which returns the information that defines how that specific face renders.  Typically, this will be the same as the body, but it doesn't have to be.  The appearanceSourceType property tells you if the appearance of the face has been inherited from the body or part or if it is a face override.  This does mean visiting each face in a model to get its appearance information.


Brian Ekins
Inventor and Fusion 360 API Expert
Mod the Machine blog
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Message 5 of 13

cekuhnen
Mentor
Mentor

@ekinsb Thanks for the reply. I was under the impression that the API does not offer this. I have to check.

 

Also what is the status of UV coordinates export when generating a mesh based on the BREP to send to an external render engine.

Have not found that in the API.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 6 of 13

grakoczy
Contributor
Contributor
To be able to export multiple materials per object there must be the way of getting triangulated mesh data for given material. Without this having material information for BRepFace is useless as one face can be converted into multiple triangles during use of meshCalculator.
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Message 7 of 13

cekuhnen
Mentor
Mentor

@grakoczy @ekinsb

 

Yeah and that is what I would need for proper rendering.

 

If a product has just one material / appearance this is fine.

 

But when for example I create a woo table top with laminate on the top suface I deal with two different apperances / materials

and when exporting each apperances should result into a mesh that gets their unique material in the render engine.

 

A work around would be to make a render model, split the faces along apperances.

But honestly as a professional tool you do not want to require your users to do that.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 8 of 13

grakoczy
Contributor
Contributor
If meshCalculator could take material as parameter it will solve the problem. In this case I'd have separate mesh data for each material used in the body.
This and UV coords will make body export more or less complete.
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Message 9 of 13

cekuhnen
Mentor
Mentor

@grakoczy@ekinsb 

 

Yeah, that is the way this should be so a designer can do renderings meeting professional requirements.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 10 of 13

ekinsb
Alumni
Alumni

I agree that there are some things we can do to make getting the meshes and appearances of the entire model more efficieint, but it is still possible with what's available in the API today. What if means for bodies that have face overrides is outputting each face as a seperate mesh.  As long as the tolerance is the same when creating the meshes, they will still be watertight.

 

Regarding getting textures and texture maps, we're waiting on a Fusion change before we can expose that through the API.  Fusion is also using more procedural textures for many of the appearances so there is no texture map in those cases.  It's likely that procedural textures will continue to be used more in the future because these produce a more realistic result, especially as the texture goes accross faces and looks different depending on the orientation, like wood grain.


Brian Ekins
Inventor and Fusion 360 API Expert
Mod the Machine blog
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Message 11 of 13

grakoczy
Contributor
Contributor

Thanks, I'll try per face approach to see if it will work. 

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Message 12 of 13

cekuhnen
Mentor
Mentor

@ekinsb

 

 

 

The procedural wood  you have is an interesting addition, I use this approach since many years but it always fails with bend parts. And it would only be

really usable when doing solid wood renderings. The moment you need specifica veneer cuts you hit bumps again.

 

UV mapping export of BREP/NRUBS based CAD data is still needed simply so in every other engine you can use the UV mapping mode without having

to extra unwrap the mesh. That is the beautiy when you get mesh data from OBJ.

 

So it does not matter if a Fusion material does not carry over - what we care as artists is the UV mapping so in an external engine we can create

the materiall we want there and then use the proper UV mapping.

 

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 13 of 13

BrianEkins
Mentor
Mentor

I know this is an old topic, but I ran into it while searching for something else and wanted to comment that the UV mapping of the mesh associated with a face is now supported.

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Brian Ekins
Inventor and Fusion 360 API Expert
Website/Blog: https://EkinsSolutions.com