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FBX MATERIALS NOT EXPORTING

Anonymous

FBX MATERIALS NOT EXPORTING

Anonymous
Not applicable

FBX MATERIALS NOT EXPORTING. 

The plug-in does not support the following material types:

Material eye_out_shd will be exported as a grey Lambert material.

Material eye_in_shd will be exported as a grey Lambert material.

Material eye_wetness will be exported as a grey Lambert material.

Material eye_meat will be exported as a grey Lambert material.

Material plan will be exported as a grey Lambert material.

Material head_SHD_SG will be exported as a grey Lambert material.

 

I looked in the other solution doesn't work at all

 

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Anonymous
Not applicable

Thanks for appreciation.

I don't understand what you mean? You don't want the model's? I wanted hair attached with my model only.

I'll send you the whole file. I just want to bake the texture for skin,eyes, and hair. I'll include body in unreal.

please send your mail id

 

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mspeer
Consultant
Consultant

Hi!

You can't transfer every feature from one application to an other application, that's not possible as every applications has different features.

Usually import and export formats try to exchange data based on the most common features that are shared by multiple applications, which is of course only a subset of all available features.

 

As long as there are no standards which all developers agree to use for their applications this limitation will also exist in future.

 

Also please be aware that if you export a scene from Maya it can't use special features of Unreal which you can of course only add in Unreal. Because of this it's recommended to create the materials and shaders in Unreal to benefit from all features available there.

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Anonymous
Not applicable

yeah it's ok I don't want to use that much features in unreal. I just want to showcase few camera movements.

Model will be stay still. After I showcase I will have time to recreate and as well as learn unreal. Right now I don't have time to both. I just need to export with textures and hair inside unreal. Can I give you my file?

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mspeer
Consultant
Consultant

Hi!

 

Maybe i was not clear, the problem is on both ends of the export / import process.

Even if you could export your V-Ray materials, how would you import them in Unreal as there are no VRay materials in Unreal?!

 

If you want an easy transfer solution you have to use V-Ray for Unreal.

You can also create your own solution for transfer, but even then the look will not be the same in Unreal as when rendered in Maya with V-Ray.

 

I recommend to use basic Maya shaders at the Surface Shader Input of the Shader Group nodes which should work for a basic export and import of your textures, as you can't transfer the look 1:1 anyway. You can keep your V-Ray materials assigned to the VRay inputs.

 

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Anonymous
Not applicable

If I change to basic shaders i won't get that realistic look right? 

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damaggio
Mentor
Mentor

That’s correct.

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Anonymous
Not applicable

So what your trying to say there is no solution for this. Plugin Error cannot be resorted. If I can't achieve that look what is the purpose of doing it? If you want me to accept this as solution I will but like me alot of them will be trying also make sure to upgrade the plugin  or fix it

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mspeer
Consultant
Consultant

Hi!

 

This is not a bug and there is nothing to fix.

No one who wants to use a model in a game engine uses the workflow you are trying to do, because it simply can't work. You can't achieve the look of a V-Ray rendering inside Unreal as Unreal uses it's own real-time Render Engine with it's own materials and not the V-Ray renderer or V-Ray materials. Unreal engine doesn't know what a V-Ray material is or how it works. Without V-Ray you can't render V-Ray materials.

Even the Maya shaders would not be transferred 1:1, but they are basic enough to allow an easy translation.

 

You can't transfer materials and looks to other applications if they don't support it, that's not possible.

 

Also Autodesk is not the developer of V-Ray and Unreal.

 

 

"If I can't achieve that look what is the purpose of doing it?"

FBX is mainly a geometry and animation transfer format + basic shader and texture information.

This is (and can easily be) supported by many 3D applications.

 

Again, you can't transfer everything 1:1  from one application to an other, this is true for all applications, not only 3D-software.

 

Anonymous
Not applicable

I dont want to transfer to another software.

Atleast output should come right. It's not even doing that. That is what my worry

Most of other CG animator and Cg artist says if you get ouput in Maya. You can insert in Unreal if I have Vray for unreal.

They said it will support. Problem's in maya exporting the materials with skin and hair

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damaggio
Mentor
Mentor

mspeer is correct and already explained this before.

your models is very nice and should stay in Vray and Maya so you can render and put it in your portfolio so all this nice work stays intact. 

maybe later you can redo in Unreal or prepare another project that can be easily be rendered and animated in Unreal.

There  are great Xgen tutorials at Autodesk channels, make sure to watch a lot of them.

That’s  what I meant before by planing your

project carefully from the beginning .

good luck Dinesh and keep up the good work.

mspeer
Consultant
Consultant

Hi!

 

"You can insert in Unreal if I have Vray for unreal."

- Do you have V-Ray for Unreal?

 

If yes, then we are back to my first message with this link:

https://www.chaosgroup.com/vray/unreal

Just check the Video how it works,

it does NOT work with FBX,

it works by using .vrscene

which is a native V-Ray file format.

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Anonymous
Not applicable

Ok as you suggest I will try to do in maya what I was gonna do in unreal engine.

But I already have scene in unreal. I just have to import and move the camera.

Now in maya I dont know what should I do. This is the scene I want to do.

I dont know how to do wind simulation. It's easy in Unreal. I will adjust in after effects. I do have realistic landscape 3d object but I dont know how to bring it like this. Certainly I dont know how I gonna make that animation. I dont want the face part animated like  that but atleast simple walking part is enough. If you can help me with that I can complete my showcase. My job is depend upon this

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Anonymous
Not applicable

Thnak you mspeer,

I'll try to do the 40 second animation inside in maya itself. So far no one has answer for that may be in future someone will come up with answer. If you can help me with what I mentioned with that animation that would be great

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mspeer
Consultant
Consultant
Accepted solution

Hi!

 

"So far no one has answer for that may be in future someone will come up with answer."

- What, 2 pages full of answers and there is none ?

Sorry, but this IS answered and all available options have been offered to you.

 

To summarize this for you, there are 3 options.

To transfer a Maya scene with materials to Unreal:

1) Use basic Maya materials for FBX export and create more complex shaders in Unreal after import.

2) Use V-Ray for Unreal if you need V-Ray material support, https://www.chaosgroup.com/vray/unreal

3) Create your own converter

 

There aren't any other options (if someone else has one, then feel free to add it here).

I recommend to contact the developers of V-Ray and Unreal if you need more options.

 

If you have any other question, then please open a new thread.

If you have some suggestion for the Maya developers, then you can add them to Maya Ideas:

https://forums.autodesk.com/t5/maya-ideas/idb-p/968

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Anonymous
Not applicable

Answer means problem should be sorted out your just making me compromise. I'll accept it as answer because you guys patiently replying all my question. I contacted already chaos as well as unreal they are also trying. 

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j.albrikan45
Observer
Observer

that doesn't make any seance , Maya is a software that is supported by unity and unreal so if doesn't create at least  equivalent shaders or materials than what is the point of texturing in Maya for games ?, I used Arnold because it is a linear and realistic render (it's not a third party),Also it's a standard render engine in many 3d applications and Maya basic materials won't achieve the same results . Can I konw why there is no configuration between Arnold materials and unity or unreal ? Is there a way to export my materials as a PBR textures to reuse them in unity just like what substance painter does because after using aimixers, ailayerRGPa,and others the final texture will be combined between more than two or even three materials and each one of them is using its own texture. Any way thanks for the sad information .

Anonymous
Not applicable

ABSOLUTELY you can use the PBR Textures to emulate the high end material in Unreal (and Unity)  for either just take a simple Materials tutorials and learn where how to apply Textures in a Material.

  If you used basic materials to export,  it will at least put the basics in Unreal and name it, then you can add Occlusion, Metal , Roughness, Specular, Normal and Height Textures etc.  (For height you need to turn on some Tessellation parameters!)

 

youtube.com/NextWorldVR

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