Material loss in model upload preview
When we waited for the model upload to finish, we saw the model preview's material effect was incorrect.
We wanted the upload preview effect to be like this
The reality turned out like this
Or like this (colorful blocks)
The following reasons caused it
1. Uploaded the max file without the texture files2. Texture missing (including path errors and texture name changes)3. Renderer settings (rare, where the renderer has material override set)4. Diffuse level5. Model normals6. Multi-sub materials present in the 3Dmax model source file (blended materials)
If the model has no textures (materials do not use textures), you can upload the max file alone. If there are textures, then a packaged upload is required (packaging will bundle the textures used in the model).
Steps:
a) First, check the model effect in max to see if it's what we want. If textures are missing, or the path is wrong, or using multi-sub materials, it will appear black in max. Therefore, you cannot package upload yet; check if reasons 2, 5, or 6 are causing this.
b) If the displayed materials are normal, as shown below, you can package and upload the textures together.
c) Archive operation as follows:
Archive: The package function organizes texture files and others into one compressed file, allowing you to open it on another computer with max without losing textures.
d) Upload displays normally after packaging.
Check method: Reset the material editor window, then open resource tracking with shift+t.
Resetting the material editor prevents unnecessary material factors from affecting the display of resource tracking
We can check the status at the back; if files are missing, it will be marked
If missing, reassign textures (suitable for missing textures or name changes)
Steps to reassign textures:
Open the material editor→(material sampling) eyedropper→sample the model part needing new texture setup→click diffuse texture→bitmap→locate the required texture→confirm.
If only the texture path changed, you can adjust settings in resource tracking
Steps to modify texture paths:
Open resource tracking with Shift+t→path→highlight editable resources→path→set path (best to place textures in one folder)
Once paths are set, texture status will show found
Then proceed with packaging, and upload again
If there are no issues with the model and textures, check the render settings
Go to render settings→V-RAY→Global switches→Override mtl, if checked, uncheck it
In this situation, the model preview in max is normal.
For diffuse settings, check if the material ball shows the material; double-click the ball to preview
This is similar to adjusting opacity in Photoshop, rare to adjust.
For normal issues, let's draw a box; with the same material on two cuboids, I applied a normal to one
After upload, it becomes like this
Solution:
Select the model→click modifier→find normals→check flip normals
Convert to editable mesh and it's done.
If some or all materials appear as vivid blocks or entirely black in the upload preview, it might be due to multi-sub materials in 3Dmax.
Open the original 3Dmax file's material editor, use the eyedropper to pick the abnormal part, and check the material type.
If it's "multi-sub/object," you'll need to split the multi-sub materials before uploading.
After splitting, ensure all materials are assigned with VRayMtl texture forms, otherwise, upload may still show black or poor display.
What went wrong?
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