Object Conversion from TGO -> Other Software

Started by Stormlord, February 19, 2024, 08:45:29 AM

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Stormlord

I have a question regarding tgo converting.

I have some plants as .tgo files and want to export them to use, manipulate and editing them in other software packages.
All plants have several materials in their parts shader.

When I export the plant as a wavefront obj then I got an obj, which I can import into 3DsMax for instance, but with just one single generic material, no .mtl file is written during the export.
The exported obj will merge all different materials from inside the parts shader, into one general standard material. Arrrgghhhh...
When I import the exported obj, all faces have the same material ID too, so breaking the mesh apart into it's different materials is impossible.

When I export the plant as a lightwave file, it splits the tgo in all its layers but then the uvw coordinates are gone, they just say good bye my friend! Arrrgghhhh...

How can I export my tgo into other software formats without loosing uvw-coodinates and keep their different materials from the parts shader?
How do you export tgo into other software packages?

STORMLORD


grahamrodriguez

Quote from: Stormlord on February 19, 2024, 08:45:29 AMI have a question regarding tgo converting.

I have some plants as .tgo files and want to export them to use, manipulate and editing them in other software packages.
All plants have several materials in their parts shader.

When I export the plant as a wavefront obj then I got an obj, which I can import into 3DsMax for instance, but with just one single generic material, no .mtl file is written during the export.
The exported obj will merge all different materials from inside the parts shader, into one general standard material. Arrrgghhhh...
When I import the exported obj, all faces have the same material ID too, so breaking the mesh apart into it's different materials is impossible.

When I export the plant as a lightwave file, it splits the tgo in all its layers but then the uvw coordinates are gone, they just say good bye my friend! Arrrgghhhh...

How can I export my tgo into other software formats without loosing uvw-coodinates and keep their different materials from the parts shader?
How do you export tgo into other software packages?

STORMLORD


Hello,

Exporting .tgo files while preserving UVW coordinates and material information can be a bit tricky, but here are some steps you can follow to maintain the integrity of your models when exporting:

Preserve UVW Coordinates: Ensure that the map channel for the UVW coordinates is set to 1. This is because the .obj format supports only one map channel, and it must be channel 1. If you're using modifiers like Automatic Flatten UVs, set the map channel to 1 and choose to move the UVs.

Maintain Material Information: When exporting to .obj, the .mtl file should be generated alongside the .obj file. This .mtl file contains material definitions that reference texture files. Make sure that when exporting, you choose options that include writing material libraries and that your materials are properly set up to be recognized by the exporter.

Exporting Complex Materials: If you have complex materials or composite materials, you might encounter issues. In such cases, consider baking your materials into texture maps before exporting. This process involves rendering the textures onto a 2D image that can be used by other software packages.

Check Export Settings: Different software may have specific settings for exporting .obj files that can affect how materials and UVW coordinates are handled. Review the export settings in your software to ensure that they are configured correctly to preserve this information.

Software-Specific Solutions: Some 3D software packages have their own tools or plugins designed to handle the export of complex models with multiple materials and UV sets. It might be worth exploring these options if they are available for your software.

I hope the information may helps you. 




Dune

Terragen has no such options to choose/check. It could be that if you open the saved obj in an app like ZBrush, you might be able to re-establish the parts.

What I would be interested in is how you can 'render the textures onto a 2D image that can be used by other software packages'. I often use generic textures that are called in, but a single combined texture would sometimes be handy to have. Can you expand on that perhaps? What app could do that?