Hello,
particleboy (6/8/2010)
../.. Did you turn off the various attributes globally in XSI for each pass before you imported the meshes into iclone? ../..No, I only use XSI to create the second set of UVs for baking an ambient occlusion map per object, wich means in this case there is only one material or surface for the entier object, constant white.
For Daz3d objects, I export them from DazStudio in *.obj then import them directly through 3DXchange. I import them also into XSI to create the second set of UVs and bake the aoc map. For object I'm creating from scratch into XSI, I export 2 versions, one for the usual maps with a first set of UVs, one for the aoc map with a second set of UVs, unique uvs.
I don't set the materials in XSI because I have no real way to see how it will look into iClone. This could be possible, eventualy, but I would have to create realtime XSI shaders that would replicate iClone rendering. I did that a while ago for the game Supreme Commander, but it was easy because the sources of the shaders were available into the game install directory. ;) The compiled iClone shaders are embedded into the iClone executable so I can't retrieve the sources, and recreating thoses realtime shaders would take some times.
I don't deal with material settings from 3DXchange either, for a very specific reason :
There is no 'session' you can save/load in 3DXchange, wich means if you import an *.obj file into 3DXchange, then start setting materials, then if 3DXchange crashes, you loose everything and you have to redo it all again. This happened to me several times, so I gave up settings materials there. I just smooth the normals, set pivots if needed then export to iClone.
Then in iClone I set the materials. Here I can save a project so if iClone crashes for any reason while I'm setting materials, I don't have to redo it all again. ;)
I create a 'full' version with all material settings and textures channels, then I create the different versions needed for each pass from there, by removing textures and setting the right attributes for each version.
I always use external textures, for memory efficiency.
Cheers,
Guy.
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guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.