![]() ![]() To simply expect a 1:1 perfect materials (Fabric) translation is wildly out scope with wider CG pipeline crossover. A much better approach, as it can then factor in additional issues like stitching, buttons, trim, labels, transparency, pucker, creasing, depth, fur and some effects eg: diffraction. This ensures the fabric management and integrity of that resource is always compatible and is universally accessible. And then leverage the simply drag and drop interface capability within each software (MD/CLO3D/VRAY/Blender cycles/Evee), such that all materials can be cataloged independently of the software's. ![]() If you want to export fabric materials from MD/CLO3D/Vray you need to first >knowyou and simply make one node graph to act as that interpolation for texture tiles or UV maps. For example Blenders cycles materials shaders are not compatible with vray material shaders hence you need to appreciate what you are doing. What people have to realize is that CLO3D is a one stop shop in terms of an integrated Digital sample (clothing) CAD, and that it uses it's own shader system (vray) for materials, as most software's do according to the render engine they plug into. Simple answer > you don't in the manner you are doing it, unless you factor in shader types and how to automate that translation between differing render engines.
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