UVW map exporting to FBX

Thank you so much for this thread! I have been playing with the UE4 and a small rhino created house, and trying to figure out why I was getting some strange light artifacts after building (it always looks great if I just play before building except for that pernicious ‘lighting needs to be rebuilt’

I think it must be the tangent surfaces that are everywhere! Max to ue4 seems like a better workflow, though I loathe modeling in max…

glad to have helped! I also think Max to UE4 sound easier, but wouldn’t the
same tangent srf problem apply? What would be GREAT is a plugin that makes
the transition between Rhino and UE4. It’s actually not that hard, in
theory: if two surfaces overlap, say surface A and surface B, ten surface A
should become A-B and B should become B-A. Add some UVW mapping and proper
meshing and you’ve got a great plugin I would totally pay for.

Maybe an interesting way from NURBS to UE4 could go over MoI3D and OBJ. The quality of low poly meshes is much better, less kinks.

Don’t even bother doing UV’s in Rhino. Export to OBJ or FBX and then use a third party UV program like Blender or I use Ultimate Upwrap3D

I think there are some more problems with FBX export.

Multichannel UV isn’t exported. To replicate:

  • add box
  • add mapping, enable multichannel, add secondary mapping
  • export to fbx
  • import to blender
    Blender sees only one channel, but it imports more for sure (tested with file from 3dsmax).

Same material on two objects is exported as different one with _x suffix. To replicate:

  • add material to object
  • match material to secondary object
  • import to blender and check material name on both

Blocks could be exported as instances (option?). Now they are exported as separate geometry. To replicate:

  • export block and its copy
  • look at meshes inside objects, they will have different name

Thanks for the report, I see that too as well as custom UVs not being correct. I’ve filed both issues here

I don’t see this here using OBJ and either Export or SaveAs. I am using the latest internal build of Rhino though since there likely won’t be another v5 service release. I can get the “.001” material suffix in Blender if I had previously tested an import with the same material name. Maybe that’s it on your end too.

I know what you mean, I don’t know if we could write out a Blender instance or for that matter any of the other poly modelers instance definitions. My hunch is Blender might be the most accessible… I wonder if it would be possible using Python in Rhino. We’d need a developer who knows both platforms and the only one I know of is @nathanletwory who is currently absorbed by the Rhino Cycles project.

Glad I could help.

No no, It’s like “material” and “material_2” and happens only when material is assigned to object, not by layer. I test my fbx import on fresh blender run every time.

Instances from 3dsmax are exported as instances in fbx and it imports fine in blender. That’s why it was obvious association, but of course in Rhino there is no “original” block so it differs a bit.

Weird, I don’t see that here. Post a 3dm and the resulting OBJ if you can and I’ll see if I can help more or file a bug.

If FBX has a concept of instances then it should be possible to write blocks as instances I suppose. This has in itself not much to do with Blender, but one could indeed compare dataflow and get started from there.


Hi guys.
I also want this same combination, importing rhino to UE4 but even though I use rhino daily for the last few years, I am somewhat lost in parts of this conversation. I was wondering if anyone would be kind to make a quick video on how they go about importing rhino into UE4? That would be some tremendously great.

I exported to fbx and that didnt import well, the object look ok but is invisible and it seems to not matter if I scale it or not. OBJ import is more succesful, the materials are not imported but at least I can see shapes in gamemode. The problem is though that they seems to be fixed to the horizon.

Anyways, I will make a video myself (camtasia is supereasy) and post when I have figured it out but so far no go.

I’m curious to know how this thread has panned out. I Very much prefer to use Rhino for modeling, and have encountered many of the same issues here.

My current workflow involves many different processes, and if there were a more streamlined method I would like to see.

Some of my want’s/desires for Rhino to UE4:

  • Exporting fbx from rhino to rotate the scene on the project origin to -90 in the X axis. This seems like an easy fix, but I’m not a programmer
  • UV Unwrapping/Vertex welding carrying over to UE4
  • Material/Texture carryover, i.e. I use Maxwell in Rhino for static renderings, if I could carry that material over to UE4 it would save a lot of time

I hope Rhino 6 will address a lot of these issues. Many clients are starting to request VR deliverables so a smooth or at least more friendly interchange between programs is becoming necessary.

Hi Mike -
This bit you can do in a macro that flips, exports and then undoes the flip:

! _Rotate3d _Pause w0,0,0 w1,0,0 90 SelNone _SelLast _Export _Pause _Undo


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@nathanletwory: I’ve checked and collada exporter creates instances, fbx doesn’t

I don’t see this here using OBJ and either Export or SaveAs. I am using the latest internal build of Rhino though since there likely won’t be another v5 service release. I can get the “.001” material suffix in Blender if I had previously tested an import with the same material name. Maybe that’s it on your end too.

But it was fbx I was testing, not obj. Here is simple scene showing bug, just export fbx and import to blender: box_mat_export_bug.3dm (34.4 KB)

I see that indeed two materials are created in the FBX. This is easy to see if you open the saved file in a text editor. You’ll find both White Matte and White Matte_2 in the file. No need to import in any other software to find that out :slight_smile:

For the material duplication I reported RH-37769. For Rhino WIP I also have a patch ready to handle it. Don’t know about Rhino 5.

edit: I merged fix for duplicate materials to Rhino WIP, should be in the following public release.

edit2: @AlexP a new public Rhino WIP has been released with a fix for duplicate material problem. Could you please test and report back? Thank you.


Bump @AlexP

Hi Brian,

the issue tracker indicates that the problem of Rhino not exporting multiple UV channels to FBX is still open, but as this thread is a year old I hope you don’t mind me asking if this is still in the works?


Hi Ben,

I don’t have any more info on when these will get looked into by the developers. Sorry. I will add a comment that you are still hoping for a fix.

Hi Brian,

understood, thank you.

RH-32867 (export multiple mapping channels with FBX) is the one I am mostly interested in, in case this makes a difference.

RH-32866 is fixed in the latest Service Release Candidate