I have made a post a couple of weeks ago about FBX texture issues when importing from 3dsmax to Rhino.
This was finally solved, but now I have another issue. When exporting an FBX from 3dsmax my multi-material has the wrong material channels when importing in Rhino. Making a test with a simple teapot and 2 materials works without any problem, but my mesh (lamp) makes everything transparent inside Rhino.
Exporting my mesh as an Obj also works, but my FBX not.
Hi Leslie - the sahde material is green and has zero transparency, but in Rendered display mode the shade is transparent, is that what we are looking at?
Thks for your reply!
Yes, I have made a test file with two objects with multi-materials. Green and black. The teapot works great with a multi material, but the lamp should also have two materials but they are not visible inside Rhino 3D. They are transparent inside the rendering viewport. My client would like to check my FBX models including colors and textures inside the Rhino viewports which I have exported from 3ds max.
Hi Leslie - for now, you can see that by setting the display mode in the viewport to “Raytraced”. Clearly the rendered mode is misinterpreting something - can you please post the same thing but as obj, if that looks correct in rendered mode?
This time with some RGB colors combined as a multimaterial from 3dsmax.
The FBX version with the render view switched to rendered gives my lamp the wrong materials (transparant) The Raytraced option works. No issues with the obj file. Also the coordinates of the lamp is different when importing the FBX.
@Leslie_van_Berkel - for now, please run RebuildMesh on the object - that seems to clean up the rendered display here. RH-77484 Display: Imported fbx material transparency @Leslie_van_Berkel - it turns out the mesh has vertex colors and these override materials, except in the Cycles renderer which in Rhino does not currently support vertex colors. Inaddition RebuildMesh removes vertex colors, which is why that was a ‘fix’. So all in all a bit confusing - the fix for this will continue to support vertex colors - the object wil be white - but I believe the devloper will not set 1 on the alpha channel, which is why it was transparent, in the future.
For now, I think stick with RebuildMesh…