Fbx export - problem with materials count
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Greetings.
I've encountered strange problem with exporting model with components to fbx.
Here's the example. I have simple model built from several components and textured with 13 materials/textures:Exporting to .fbx:
Here's how it looks in Maya:
The problem is with materials count:
For some reason, EVERY component received separate material for each texture used. That's definitely not good, because you can imagine what will happen with something like large factory model with about 1500 components and 50 textures - it's not possible to configure materials properly, or model won't even load due to memory overflow.
I checked this in Maya 8.5 and Maya 2010 with both old and new FBX Import plug-in versions - the problem is still there, so I suppose it's not Maya bug. But - it's strange that SketchUp export stats show normal number of materials (screenshot #3).
When I explode the whole model, the material number is ok. But I can't do that since it'll kill all of optimizations of geometry (
Do you have any ideas how to solve that? Thanks in advance.
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Please just say if you don't know how to solve this.
It's really crucial for me, the problem is ruining workflow. -
Can Maya make use of the SU components?
(I am not saying I know where the Holy Grail is but maybe we can find a workaround)
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@gaieus said:
Can Maya make use of the SU components?
(I am not saying I know where the Holy Grail is but maybe we can find a workaround)Yep, of course. There's nothing special in fbx-exported model with SU components, in Maya it's just a model containing several parts.
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What I really meant is whether it is (not) all the same for Maya if there are SU components there or not. There is a plugin that explodes your model and regroups everything by material. SO indeed makes use of its native components several ways but if you do not necessarily need them as components (or whatever they are called there) this could be a solution.
Can Maya import any kind of collada?
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@gaieus said:
What I really meant is whether it is (not) all the same for Maya if there are SU components there or not.
It's the same as if I split the model to several parts in Maya. Ah, yep, forgot to mention - in Maya/fbx they're just parts, not "components" in the meaning that every copy replicates changes in other.
@gaieus said:
There is a plugin that explodes your model and regroups everything by material. SO indeed makes use of its native components several ways but if you do not necessarily need them as components (or whatever they are called there) this could be a solution.
Exploding kills all optimizations (
Model with components or groups:
I can't use models with about 3 times higher polycount (
@gaieus said:
Can Maya import any kind of collada?
Sure, I've heard of ColladaMaya plugins.
PS: I haven't mentioned it yet, but I mostly use components for model optimization, to split them in separate parts, not for instancing of the same parts. Of course I use them for windows, doors, etc., but most of the components in the model are here just to separate geometry and prevent geometry complication. I don't need SU components replication feature in Maya, just model splitting. It's already finished for the moment I export it.
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Okay, I see what you mean and of course it makes perfect sense. You could still give a go to this plugin:
http://www.smustard.com/script/GroupByTexture
It was developed export issues in mind so could work. As I am seeing your image, maybe it would not even mess up triangulation after export too much (although with this auto merge function of SU 7, who knows - but there are good plugins to remove excessive geometry, too).
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