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Cedric_RTS avatar image
Cedric_RTS asked Cedric_RTS commented

3dsMax Babylon exporter / multi Exporter pass wrong material ID on object.

Hi,

Something strange here with some objects of my new project.
I have a big multi/sub-Object Material that I use like material library. When exporting a mesh with a mat ID of 147 on some polys (The one in red on picture A).msfs2020-bat01-a.png

Exporter pass on another texture/material (The one in blue on picture A) that normally is the ID 149.
msfs2020-bat01-b.pngIf the model is exported with just the ID 147 material applied to it, It works.msfs2020-bat01-c.png


Seems by the way that all materials ID numbered after 147 are causing troubles.

Is it some kind of limitation of gltf or the 3dsMax exporter ?

Regards.

Cédric.

scenerymaterials3dsmax
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Boris_ avatar image Boris_ ♦ commented ·

Hello @Cedric_RTS ,

What's your 3DS Max and sdk-core version ?

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Cedric_RTS avatar image Cedric_RTS Boris_ ♦ commented ·
3ds Max 2020 and sdk Core 0.18.0.0
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Boris_ avatar image Boris_ ♦ Cedric_RTS commented ·

@Cedric_RTS , Can you send us your max file ? It will help us to understand this behavior


See 3) Provide Private Content

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1 Answer

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Yasmine avatar image
Yasmine answered Cedric_RTS commented

Hello,


To answer your question, there is no IDs limitation in the exporter.


We tested your model and the result was fine in game with IDs > 147. Be careful when you duplicate materials and leave them empty it could fail the material export because 3ds max considers that after your empty material there is no other materials.


Regards,

Yasmine


capture-decran-2022-10-05-121605.pngcapture-decran-2022-10-05-121624.png



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Cedric_RTS avatar image Cedric_RTS commented ·
Was not aware of this 3dsmax Limitation (Not exporting after empty materials). Never had this issue before.


Thanks for the answers !
Regards.

Cédric.

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