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Feedback work with Autodesk for an FBX with Unity Pipeline (mask) PBR support

Discussion in 'Asset Importing & Exporting' started by soleron, Jan 26, 2020.

  1. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    582
    Please work with Autodesk to provide in 3dsmax and maya a material that supports your HDRP and URP materials but most importantly, the Mask texture to make the connection between Autodesk applications and Unity seamless.

    That would help to streamline and reduce overall art production effort by using the exact same set of textures between 3dsmax/maya and Unity. Faster material setup in Unity, faster marketing material production in the 3D tools. Lower storage requirements. Lower memory requirements.

    It could also be an option to existing materials i.e. the Physical Material in 3dsmax.
     
  2. thomaschollet

    thomaschollet

    Unity Technologies

    Joined:
    Nov 2, 2016
    Posts:
    17
    Hi, in 2019.3 we introduced a new Material Import Mode in the Model importer that allows user to define their own material import mapping via an assetPostprocessor, take a look at https://docs.unity3d.com/2019.3/Doc...rocessor.OnPreprocessMaterialDescription.html for more detail.
    There's also work in progress to provide default implementations of this AssetPostprocessor in HDRP and URP to handle Arnold Standard Surface and 3DsMax Physical Material from FBX files ( see https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5573 ).
    Note that due to the fundamental differences between ray-tracing and real-time rendering ( and other constraints ), only a partial set of properties are supported. And also, this is still considered experimental and might be incomplete, so feedback would be greatly appreciated.
    Could you please elaborate on the Mask texture usage ? An example would help.
    Thank you!
     
    soleron likes this.
  3. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    582
    Helpful.

    I do not think any reasonable person would expect parity in terms of renderer features. It is impossible and mostly unnecessary.

    The requirement would be for Unity to support the use of one material in the 3D application, that is easy to set up and transfer textures properly between the two without having to maintain 2 different sets of textures and files.

    Since you mentioned 3ds max Physical material, the ability to use the HDRP Mask texture in 3ds max to drive the equivalent PBR channels (AO, Metalness, inverted Glossiness for Roughness) instead of having the separate PBR textures that the Physical Material requires. and in the Unity side, being able to support this material so we do not spend time on setting up a basic HDRP Lit material.

    This would make the connection between the two transparent and flawless.
     
    Last edited: Jan 28, 2020
    Cascho01 likes this.