04-13-2006, 02:18 AM
I am in Maya 7 and just aquired Quest3D. We are modeling buildings and baking the final gather in MR using the texture bake. It applies Surface shaders into the model, which, when exported, Quest3D cannot understand. I am using the direct x exporter. If I convert the surface shader to a material, then reapply the map (a painstaking process because we're dealing with hundreds of mapped surfaces) and import into Quest, it works! (in that the map is read and applied correctly to the model in Quest) BUT, I don't want to convert all those surface shaders then re-map the materials, as easy as I can do it in the hypershade. Any way to:
A) force the baking to build a material instead of a surface shader?
B) convert all the surface shaders to materials without having to go into each shader and do it and then re-apply the map?
C) import a different file format into Quest3D that can handle surface shaders?
Any help would be appreciated.