DCC Importer Outputs
Output Formats
Once the scene is converted, the RapidPipeline DCC Importer creates several outputs:
- .FBX
- .GLB
- .glTF
- .MAX (with converted materials)
- .USDz
These formats are automatically generated in our Cloud platform, but can be configured independently via the CLI (command line interface) when it is run on your own infrastructure.
glTF Extension Support
RapidPipeline DCC Importer supports conversion from V-Ray materials into these glTF material extensions:
- KHR_materials_clearcoat
- KHR_materials_dispersion
- KHR_materials_emissive_strength
- KHR_materials_ior
- KHR_materials_iridescence
- KHR_materials_sheen
- KHR_materials_specular
- KHR_materials_transmission
- KHR_materials_volume
We plan to support more extensions in the future, stay tuned!
3ds Max Output
When we convert 3ds Max geometry and materials, we decompose everything into render passes. External to Max we combine those along with all the settings in the source materials, to produce the equivalent outputs in a PBR material.
We re-import the converted meshes and materials into 3ds Max, and we set up a material structure which represents PBR accurately for rendering with V-Ray. This allows us to generate comparison renders using the same lighting and rendering settings, which is essential for isolating any potential conversion issues.
We use the Shell Material to specify two output materials for each input material: one is a new VRayMtl with our PBR textures and settings, for rendering. The other is a new glTF Material with our PBR textures and settings, ready for export. With a Blend Material, when a render is started 3ds Max will use the "Original Material", and when the scene is exported it will use the "Baked Material".
Output materials in 3ds Max from a conversion of a sunglasses asset.
- The material "lens_interior" had a more complex setup than the others, with textures in different VRayMtl inputs, so it was converted into PBR textures + settings.
- The other materials were simpler, with either just one texture ("temple_tips") or no textures at all, so they are converted into only settings (checkboxes, floats, etc.).
- The glTF Material from 3ds Max doesn't support some extensions like KHR_materials_iridescence so that's simply omitted from the glTF Material. But the data does exist in our internal material model, so it can be output whenever the material supports it.
Conversion not Optimization
It is important to note that outputs from DCC Importer can be very large.
Output files are uncompressed to allow for manual editing and lossless importing into digital content creation (DCC) or compression tools.
To create final optimized versions of files we recommend using RapidPipeline 3D Processor.