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Lost UV in export fbx to 3ds max

Open Ritutaky opened this issue 2 years ago • 13 comments

Hi ! I just discover this amazing plugin and buy the premium version for use the max details. I have installed Blender for that, I'm more a 3ds max user. I have import in Blender some buildings with details, replace material for export . Export mesh in fbx files but in 3ds max it looks like my UVs have gone in random position, nothing matches. uv textures error

Ritutaky avatar Sep 04 '23 16:09 Ritutaky

Hi @Ritutaky

What version of Blender are you using? What are the coordinates of your area of interest? That information is needed in order to reproduce the problem.

vvoovv avatar Sep 04 '23 19:09 vvoovv

Hi @Ritutaky

What version of Blender are you using? What are the coordinates of your area of interest? That information is needed in order to reproduce the problem.

I'm using the 2.93.118.0 version of Blender. the coordinates of the place I'm interested in are 2.36360, 48.86807, 2.37104, 48.87079 , it's in Paris .

Ritutaky avatar Sep 05 '23 07:09 Ritutaky

Please install the latest stable version of Blender (currently 3.6). There seemed to be a bug with the texture unpacking in the previous versions of Blender.

I successfully exported your area of interest in Blender 3.6

image

vvoovv avatar Sep 05 '23 08:09 vvoovv

Hi @vvoovv ! I too have a similar issue with the UVs when importing to 3Ds Max even when i'm using the latest Blender version [Blender 3.6]. This is for the Google 3D Tiles mode. I've attached a PNG of the model when imported into 3Ds Max.

The texture problem occurs when i import using the highest level of details [buildings with more details]. However, when i import the model using the 2nd highest level of details setting [buildings with details] there was no problem with the textures.

Please advice how i can import the BLOSM model at the highest setting into 3Ds Max.

Note: I'm using the premium version of BLOSM and i've followed the documentation for exporting the fbx [ https://github.com/vvoovv/blosm/wiki/Import-of-Google-3D-Cities ]

230918-BLOSM_error1

AllenVans avatar Sep 18 '23 03:09 AllenVans

Hi @AllenVans

I'd like to reproduce your problem. What are the coordinates of your area of interest? What resolution of the 3D Tiles did you use for the import?

vvoovv avatar Sep 18 '23 08:09 vvoovv

@vvoovv Coordinates: 103.84571,1.29608,103.85440,1.30518 As for the resolution, i selected "buildings with more details" at the Level of details section.

230918-BLOSM_error2

AllenVans avatar Sep 18 '23 09:09 AllenVans

@AllenVans

I successfully exported to FBX your area of interest imported with the resolution "buildings with details". Can you try that?

vvoovv avatar Sep 18 '23 12:09 vvoovv

Hi @vvoovv, thanks for the follow up! Yup i am able to import with the resolution "buildings with details".

However, the UV / texture problem occurs when i import the FBX that i generated in Blender with the resolution set to "buildings with more details".

AllenVans avatar Sep 18 '23 14:09 AllenVans

@vvoovv haha so is it safe to say that FBX generated with the resolution setting "buildings with more details" cannot be exported into 3Ds Max?

AllenVans avatar Sep 18 '23 15:09 AllenVans

@AllenVans

I suspect it depends on the number of textures to unpack. A smaller area with the resolution "buildings with more details" should be ok.

vvoovv avatar Sep 18 '23 16:09 vvoovv

Hi @vvoovv thanks for the help! It seems like the limit is 0.4km x 0.4km. I got some UV error when i import an area of 0.5km x 0.5km into 3Ds max in the "buildings with more details" resolution.

Hopefully in the future, we could generate a larger area in the "buildings with more details" resolution without the UV errors haha

AllenVans avatar Sep 19 '23 02:09 AllenVans

I've had the best results exporting to 3DS Max by first aggregating groups of tiles and maps using the Simplygon plugin. It took me awhile to also figure out that Blender FBX does not seem to export maps that are "packed" into your model, so you need to unpack (one at a time) first.

It would be great if Blosm had a few more material options: 1) don't pack/embed the maps and 2) output FBX-friendly materials without the self-illumination nodes.

-Donald

nc3d avatar Oct 06 '23 20:10 nc3d

Hi @nc3d

It would be great if Blosm had a few more material options: 1) don't pack/embed the maps and 2) output FBX-friendly materials without the self-illumination nodes.

Those topics are covered in the section Export and Custom Materials of the documentation,

vvoovv avatar Oct 06 '23 20:10 vvoovv