Export format that keeps texture info

Is there a way to export files from DS that retains more then texture info than .obj format? I like Iray a lot, but don't have a Nvidia card, so the Modo renderer works better for me. However, retexturing everything is a huge pain, and doubly-so if I realize I've made an error and have to reimport the .obj or .fbx file. I know specific shader settings won't necessarily translate, but keeping the maps assigned would be a huge time saver.

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,846

    Since MODO costs $1,799, you could sell MODO and get a sweet nVidia card, LOL. (jk)

    in all seriousness, I have yet to find an export option that is consistant on keeping texture placement valid. It probably has to do with the OBJ import/export options with DS since I can export an OBJ from DS and then reimport it and still have no textures. Whereas I export a fully textured OBJ from Ultimate Unwrap 3D or Max and it imports into DS with all textures.

  • SpottedKittySpottedKitty Posts: 7,232
    edited November 2016

    Remember, .obj is an ancient format in computer terms — it might not have been the first 3D file format, but it's been around longer than many commonly used modern 3D programs. As a result, it's had time to "mutate" a bit; the mesh itself is pretty much guaranteed to work no matter what, but texture handling (quite primitive in modern terms) very much depends on which program you export the file from, and which program you import it into. The wrong combination of programs can cause things to get a bit weird. Most of the time, these weirdnesses can be fixed manually, but you really must know exactly what you're doing before you dip your toe into those waters. It won't get bitten off if you do things wrong, but it might not come out again the same colour.... 

    Post edited by SpottedKitty on
  • Since MODO costs $1,799, you could sell MODO and get a sweet nVidia card, LOL. (jk)

    in all seriousness, I have yet to find an export option that is consistant on keeping texture placement valid. It probably has to do with the OBJ import/export options with DS since I can export an OBJ from DS and then reimport it and still have no textures. Whereas I export a fully textured OBJ from Ultimate Unwrap 3D or Max and it imports into DS with all textures.

    Modo Indie is really cheap :p

    DS exports with difuse, specular and bump from 3delight, IRC, but for PBR, a bunch gets lost, and certainly none of the settings come through.

  • mjc1016mjc1016 Posts: 15,001

    Since MODO costs $1,799, you could sell MODO and get a sweet nVidia card, LOL. (jk)

    in all seriousness, I have yet to find an export option that is consistant on keeping texture placement valid. It probably has to do with the OBJ import/export options with DS since I can export an OBJ from DS and then reimport it and still have no textures. Whereas I export a fully textured OBJ from Ultimate Unwrap 3D or Max and it imports into DS with all textures.

    Modo Indie is really cheap :p

    DS exports with difuse, specular and bump from 3delight, IRC, but for PBR, a bunch gets lost, and certainly none of the settings come through.

    Obj format does not support PBR materials...it's way too old.

  • algovincianalgovincian Posts: 2,670

    Since MODO costs $1,799, you could sell MODO and get a sweet nVidia card, LOL. (jk)

    in all seriousness, I have yet to find an export option that is consistant on keeping texture placement valid. It probably has to do with the OBJ import/export options with DS since I can export an OBJ from DS and then reimport it and still have no textures. Whereas I export a fully textured OBJ from Ultimate Unwrap 3D or Max and it imports into DS with all textures.

    Modo Indie is really cheap :p

    DS exports with difuse, specular and bump from 3delight, IRC, but for PBR, a bunch gets lost, and certainly none of the settings come through.

    I would suggest you take the time to learn a bit of scripting (on both ends of the I/O).

    - Greg

  • MattymanxMattymanx Posts: 6,998

    FBX would be the best format for exporting

  •  

    I would suggest you take the time to learn a bit of scripting (on both ends of the I/O).

    - Greg

    I would love that, but I don't enjoy it enough to get to where I could write a script to do the job. At least I don't think so. My patience for scripting is fairly low and I've never been able to sort out the basics of scripting for DS.

    @Mattymanx, unfortunately, .fbx doesn't sem to save any more texture information than .obj. 

  • TangoAlphaTangoAlpha Posts: 4,587

    Also, Modo Indie doesn't allow scripting. (big drawback IMHO, although for the price...)

  • Modo Indie supports scripts now. There's even a dedicated set-up for it. Unfortunately, my knowledge of python and scripting is rudiementary and my desire to spend time learning it very low. However, if you're thinking of getting Modo Indie and held back due to scripting, you're good to go :)

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