Issue with OBJ texturing?

Started by Lozenger, March 28, 2011, 09:29:19 PM

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Lozenger

Hi everyone,

I'm having some problems importing OBJs into Terragen 2, mainly concerning the textures not showing up properly.
I guess its a bit of a long shot in the first place, but the OBJ in question is a model exported from 3Ds Max that's using some of 3Ds Max's in-built 'Promaterials'.

I was hoping that upon exporting it as an OBJ and importing into Terragen 2 the texture and material properties would be intact, but when rendering all I get is a generic grey texture on the whole model.

I know I must be doing something very wrong since there wouldn't be an OBJ importing function if you couldn't even use textures  ;D

Any pointers would be really helpful and appreciated, thanks.


Oshyan

Likely the "Promaterials" aren't transferable between apps anyway (just a guess though, I don't have specific experience with them).

- Oshyan

Klas

Does the .mtl file has tab stops? Try replacing them with spaces or delete them.

Lozenger

#4
After importing the Poseray OBJ into TG, the surface shader its using is a "Parts Shader" which seems to be comprised of the 6 of 7 different materials I want to use.
The problem now seems to be that they're all named "Material Shader 1", "Material Shader 1_1", "Material Shader 1_1_1" etc and i'm getting errors saying that:

"Parts Shader01 contains more than one part node assigned to "Material"

I'm assuming that TG is just picking the first Material Shader in the list and applying that to the whole object, cause it's still showing grey when rendered.


Thanks for the help so far, if I can just get this new problem sorted I think i can work around the rest?

Rendered in 3Ds Max - http://i899.photobucket.com/albums/ac198/Lozeng3r/Render12FullVolumetricLight.png?t=1301416719
Current Render in Terragen 2 - http://i899.photobucket.com/albums/ac198/Lozeng3r/satTG.jpg?t=1301416709


freelancah

Do you have UV maps on your object or what projection method are you planning to use on your texture?

airflamesred

The grey is the generic max modelling colour as read by the mtl file. The errors will come from tg2 being pointed towards a max procedueal tex which it won't read. The alternatives are to uv map and create a jpeg texture, which tg can read or use tg procedural mats. This may work with this particular model.
Mice model btw

Matt

Quote from: Lozenger on March 29, 2011, 12:29:29 PM
After importing the Poseray OBJ into TG, the surface shader its using is a "Parts Shader" which seems to be comprised of the 6 of 7 different materials I want to use.
The problem now seems to be that they're all named "Material Shader 1", "Material Shader 1_1", "Material Shader 1_1_1" etc and i'm getting errors saying that:

"Parts Shader01 contains more than one part node assigned to "Material"

This sounds like all the materials had the same name, "Material", before they came into Terragen. If you can give them unique names in Max or Poseray, I think it will solve the problem.
Just because milk is white doesn't mean that clouds are made of milk.

goldfarb

the obj/mtl format is VERY limited...
your best bet is to model something really simple that has a few simple max materials applied with texture maps
then export this as an obj/mtl and open both files up in a text editor and see how they are built
then us that knowledge to 'rebuild' your materials...
--
Michael Goldfarb | Senior Technical Director | SideFX | Toronto | Canada

bobbystahr

I often, well always really, rename Material_1 etc on max .obj exports in PoseRay's Materials editor with object specific names
and have had colour come through but never anything else..just my experience...unless there were maps involved and in that case everything comes through but you ALWAYS need to do Transparency and Bump within TG2's Parts Shader
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist