Now that Marmoset supports environments, these have normally lots of individual textures and loading them manually is not really an option. In Max using the old scanline standard material and exporting as FBX, Marmoset is able to read automatically some of the maps. Only the most basic ones as normals and diffuse but will ignore roughness/glossines and metalness. Introducing these textures manually is a pain and if we do iterations of the environment in MAX we need to introduce them manually again, not really a practical option.
Some other programs accept the maps plugged in the glossines slot of the scanline standard material but Marmoset ignores it. Also other programs accept specular color slot as metalness, not the case here. The specular color slot in MAX comes as specular to Marmoset, but it is lost as soon we change the reflectivity to metalness. If that was not lost at least it would be another texture more.
Marmoset will ignore the textures from a FBX using any other material in 3ds MAX , even the new physical material (unless I don't know how to do it)
Another option, less practical but better than nothing, is that Marmoset accepts textures name coded with terminations (roughness, etc) that automatically would be plugged to the material of the same name.
Am I missing something here? Is there any way to set textures in environments except to set them mostly manually in each iteration?
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New in 3.02, we've added the smart texture loading. What this means is that if you drag texture_albedo.tga onto your material, it will search for other textures, like texture_ roughness, texture_metalness, etc, and set up the material and apply the textures accordingly. You can also drag your texture(s) onto a blank space in the palette and it will create a new material.
I created a metalness default material. When we import the FBX in Marmoset, this material default created in "edit>templates" will not be used. I can understand it as the original Max material is the old standard material, that is the only accepted by FBX in Max, and Marmoset doesn't change it to metalness. Even if I named the textures with the correct extensions of normal, roughness, metalness and normal. This mean it will be based in specular and not metalness. It is possible in Marmoset to drag the color map in the material. Then if the textures have the correct extensions it will change to metalness based. But if the scene has 30 materials this needs to be done 30 times for each iteration.
Max, with the standard material, has a glossiness slot that is ignored by Marmoset. The specular color, that I use for metalness, is loaded correctly but in the specular slot of marmoset and lost when I convert the material to metalness. Max exports in the FBX these textures as I can load them in other programs as PBR automatically. Marmoset only gets correctly the normal and color textures from the FBX.
It would be nice if Marmoset loads in the correct slot the textures from Max if they are named properly.
If Max, with the Max standard material, can't do it, is there any 3d program that can export a 3d file that can be loaded by marmoset with the correct textures automatically?