Volume 1: Chapter 10 Notes and Corrections
Please note: Since this book has been published, Unity has upgraded to newer versions. In the newer version, the Terrain Editor in the Inspector has a new layout. The images in the book will not correspond with versions newer than Unity 17.4.17f1. Please download the updated PDF document below to follow the Chapter 10 tutorial on Exporting the Castle Scene to a game engine. Download, unzip and use the new asset package file in the castle_project_package_2020_-_unity.zip folder below instead of the one described in the textbook. It will work with and after Unity versions 2019.1 |
chapter_10_exporting_to_the_game_engine_-_revised_7-2020.pdf | |
File Size: | 3181 kb |
File Type: |
castle_project_package_2020_-_unity.zip | |
File Size: | 108085 kb |
File Type: | zip |
3DS Max 2021 and newer users- FBX Export of models with materials note:
As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to Arnold. By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones.
Issue:
When exporting objects to .FBX format with Standard (Legacy) Materials applied, Displacement map values are not retained upon re-importing the .FBX objects into 3ds Max.
Upon import, the values are re-set, and the Displacement map has been "wrapped" into a Vector Map container loaded into a Physical Material, not a Standard (Legacy) material.Causes:As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to Arnold.
By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones.
Solution:
To force 3ds Max to retain Standard (Legacy) materials upon object export, do the following:
PhysicalMtlAsPhong=0
PhysicalMtlAsLambert=0
As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to Arnold. By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones.
Issue:
When exporting objects to .FBX format with Standard (Legacy) Materials applied, Displacement map values are not retained upon re-importing the .FBX objects into 3ds Max.
Upon import, the values are re-set, and the Displacement map has been "wrapped" into a Vector Map container loaded into a Physical Material, not a Standard (Legacy) material.Causes:As of 3ds Max 2021, the Standard (Legacy) material type has been replaced with the Physical Material type as the default. The render engine has also been changed from Scanline to Arnold.
By default, Standard (Legacy) materials and their maps are converted to Physical materials upon scene or object export, and the original Map value settings may not be identical to the converted ones.
Solution:
To force 3ds Max to retain Standard (Legacy) materials upon object export, do the following:
- In a new 3ds Max session, go to the Command Panel > Create > Geometry, and create a simple object in the scene (it can be a Box, Sphere, Teapot, etc.)
- Open the Material Editor (either Compact or Slate) and apply a Physical Material to the object. (Note: although this material is not supported for FBX export, applying it will add specific parameters to the 3dsmax.ini file, as described in Step 8. Without this step, the parameters will not appear in the 3dsmax.ini file.)
- Now, go to File > Export and export the object to .FBX format.
- When done, close 3ds Max.
- Make sure hidden files and folders are visible in Windows (see How to turn on hidden files and folders on Windows).
- In Windows Explorer, navigate to the 3ds Max user preferences folder (usually, C:\users\<username>\AppData\Local\Autodesk\3dsmax\<versionnumber>\ENU.)
- Open the 3dsmax.ini file in a text editor, such as Notepad.
- Do a search for the following text:
PhysicalMtlAsPhong=0
PhysicalMtlAsLambert=0
- Replace the 0 in the first entry to 1, so the text reads PhysicalMtlAsPhong=1.
- Resave the 3dsmax.ini file, then restart 3ds Max and do a test export of the scene with the default .FBX export settings again.
- Upon re-import, the .FBX file should retain the Standard (Legacy) material settings.
fbx_materials_export_fix.pdf | |
File Size: | 247 kb |
File Type: |