Datasmith 3ds max exporter plugin vray 5 and 6 support

Hello,

While going over the source code for the exporter plugin(not a good programmer), it seems to me that the 3ds max datasmith exporter plugin is using the wrong old class name for vraybitmaps (was renamed from vrayhdri to vraybitmap in vray 5) and thus doesn’t convert a scene using never versions of vray properly(tiling etc.).
Is there any plans on reworking this to support never versions of vray?

Datasmith is a very cool piece of software btw. kudos to devs.

Hello,
thank you for reaching out.

The dev tells me that it should actually work as expected. So it looks like a case of UE supports vray 5/6 but not all the features expected.

Could you list, with more precise examples, what is not working or is missing?

Bests.

Hi,
Thank you for the fast reply.

My biggest problem currently is while using vraybitmap nodes for textures in 3ds max, the tiling, cropping and rotation of textures doesn’t get properly translated to datasmith.

Using regular bitmaps fixes the issues(tiles, crops etc. them in the imported unreal engine material). This would fix the issue if I could use only regular bitmaps.

Other problem I’m having is that while using vraybitmap and vraynormalmap nodes, the normal maps and bump maps get translated very inconsistently. For example the normal textures rgb curve set at 0.454545 and sometimes the bump(height) map gets interpreted as a normal map or the unreal normalfromheightmap node is trying to get info from a normal map.

Again using regular bitmaps fixes most if not all of these issues.

Is this intended behavior or am I missing something important?

Also as a workaround for some problems I’ve used color correction nodes to force the datasmith plugin to bake textures but sometimes the textures it creates are very large in disk size compared to the original jpegs as it creates .tga files without compression.

Regards.

So does datasmith work with unreal 5.5 and vray 6? That is my question.

And answer to your problem probably lies down in chaos group development and vray bitmap. When you collect resources in 3ds max it doesn’t want to collect vray bitmap. Solution is use just regular 3ds max bitmap. So I guess its Chaos Group problem that they have to solve.