I understand how I can access StdMat standard materials, but I am wondering how can I access the new PBR materials and / or Physical materials.
I am writing a C++ gltf exporter plugin and because gltf already supports PBR I want to support saving them too if possible - not only converted standard materials.
I do not see any kind of ways to do this via the SDK. I also looked at the source code for the Babylon engine’s exporter code and see they use IGame all through but my plugin is not IGame, but normal maxsdk.
- How to access materials for physical and PBR? Is it at all possible without IGame? (hopefully is).
- If there is any docs on how to access their parameters anywhere where to find those docs?
- If I cannot access via the normal SDK things just the IGame way, how can I get an IGameMaterial node from an Mtl without refactoring all our plugin with unnumbered amount of work? Is there some way for it?
Am I right that it should be possible to get these data via some kind of Paramblock magic? I never really used these param blocks much, but imagine that maybe that is the way to get/set these informations.