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    Fbx export - problem with materials count

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    • bac9-flclB Offline
      bac9-flcl
      last edited by

      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:


      http://img.gameru.net/th/2fa87.jpg

      Exporting to .fbx:


      http://img.gameru.net/th/48136.jpg

      http://img.gameru.net/th/6a343.jpg

      Here's how it looks in Maya:


      http://img.gameru.net/th/c0458.jpg

      The problem is with materials count:


      http://img.gameru.net/th/6001e.jpg

      http://img.gameru.net/th/7d4ca.jpg

      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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      • bac9-flclB Offline
        bac9-flcl
        last edited by

        Please just say if you don't know how to solve this.
        It's really crucial for me, the problem is ruining workflow.

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        • GaieusG Offline
          Gaieus
          last edited by

          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)

          Gai...

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          • bac9-flclB Offline
            bac9-flcl
            last edited by

            @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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            • GaieusG Offline
              Gaieus
              last edited by

              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?

              Gai...

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              • bac9-flclB Offline
                bac9-flcl
                last edited by

                @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:

                http://img.gameru.net/th/9a61e.jpg

                Exploded model:

                http://img.gameru.net/th/9b972.jpg

                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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                • GaieusG Offline
                  Gaieus
                  last edited by

                  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).

                  Gai...

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