Member RobH2 Posted February 23, 2015 Member Report Share Posted February 23, 2015 I've worked all day trying to get materials and textures that I have in 3DC to look the same in 3ds Max using VRay. This may sound like a silly or basic question but what's the proper map assignments between the two? I've been trying so many combinations and I just can't get a match. I've looked at hundreds of tutorials and read hundreds of posts but just can't find an accepted workflow all in one place for matching map to map. In 3DC I have: Diffuse, Color, Glossy, Specular, Normal. In Max I have: Diffuse, Reflect map, Refl. gloss, Hilight gloss, Bump It's obvious that (3DC>Max) Diffuse>Diffuse, Normal>Bump. What's not obvious is where to wire Specular and Glossy. There is no 'Specular' in Max and likewise there is no 'Reflection' in 3DC. It's possible that one of them gets mapped in two different place. But, I have no way to know. So, new user, while I can trial-n-error for ever, I'd like to know what basic fundamental mappings are generally accepted. Once I hook them up in a generally accepted way I can then play around, but at least I'll start in the right place. Quote Link to comment Share on other sites More sharing options...
Member Solution phrase Posted February 23, 2015 Member Solution Report Share Posted February 23, 2015 Specular map should go to VRayMtl's Reflection map and Gloss to Glossiness. There may will be need some adjustments to these map if you gonna use Blinn or Ward BDRFs. I never change Highlight glossiness, leaving it as it is. Quote Link to comment Share on other sites More sharing options...
Member RobH2 Posted February 24, 2015 Author Member Report Share Posted February 24, 2015 Thank you 'phrase.' All of these little bits of help add up to a new expert being born... Quote Link to comment Share on other sites More sharing options...
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