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Question by floric · Oct 24, 2013 at 07:04 AM · importmaterialsfbxmax

Get Max material information during import into Unity

Hey, I have a few questions concerning the export from 3ds Max and Import in Unity and hope you can help me. :)

We try to export large objects with many already defined max materials. Important are a diffuse texture, a cubemap for reflections, a alpha value for glass and our big problem, specular values for shininess and glossiness.

I know that we need to assign the shader manually with AssetPostprocessing.

  1. Using the AssetPostprocessor with OnAssignMaterialModel we are able to get the main texture, take a good shader and plug this in. Also the alpha value is accessable via diffuse colour. So we already divide between glass and hard surface objects. But from the unity material input of this function, we don't get any information about specular values and more advanced material values.

  2. Is it possible to read more information in this material or can we get more information out of the FBX-file with Unity? (at least, there is a value for the amount of specular highlights)

  3. How would a big studio get object and materials infos from Max into Unity? Just by using the AssetPostprocessor.OnPostprocessGameObjectWithUserProperties() in combination with a lot of information in the object properties in Max? Or would you generate an external file like a XML, generated in Max and then looked at in Unity for more Max-information while importing the objects?

I hope you understand our problem and can help us a bit. We are able to use all Pro-functions. :)

Thanks, Florian

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