Generated texture coordinates (anything not mapped explicitly by a UV map or created by unwrapping a mesh) like Object or Generated texture coordinates, or anything mapped by a Vector Mapping or vector manipulation nodes. Texture specific options (clamping, clipping, tiling, color adjustments).Physics simulations (fluids, cloths, soft bodies).Lighting parameters, shadow settings, lamps, camera properties.Same applies for many other features specific to applications or render engines, including but not limited to The manual states which limited subset of node setups are supported. Have in mind that pre Blender 2.8# most Blender exporters do not even support Cycles node based materials well, so even image textures used in Cycles node trees are often not expected to export correctly.Īs of 2.9+ series some work has been done, and more common image based texture maps may some times be correctly preserved, like diffuse, specular, glossiness, for the increasingly popular "PBR workflows", when simple image textures are directly connected to Principled BSDF shader nodes, but even this this shouldn't be relied upon. On the other hand glass and transparent shaders "just work" with great refraction in raytracers, yet in EEVEE you need to muck about with blending modes, transparency settings, screen space refraction, and reflection probes, nonexistent in Cycles, because representing object interactions like reflections or refraction is expensive and complex for rasterizers.Ĭertainly never expect proper export of any procedurally generated textures (like Noise or Voronoi), image textures using "parametric" texture coordinates (like Object or Generated), or running through any other nodes before the final shader (like Color-Ramps or color adjustments) these are always calculated at render time by the engine (like Cycles or EEVEE for display purposes), and can't be exported elsewhere. Yet in 'offline renders' like Cycles (concerned with realism over speed) it is integrated as an optional node, because for raytracers it is irrelevant which direction a geometry faces since they are always taken into account. Even if there were, there are way too many different rendering techniques for a variety of purposes and responding to distinct requirements (like realism or responsiveness) to be able to correctly map properties, parameters or particular features between them easily.įor example most real time rendering (like game engines) are optimized for speed or responsiveness, and have need for some form of explicit "backface culling" option, because rasterization relies heavily on being able to discard invisible geometry (that is facing away from the point of view) for performance reasons. Many of these transitory file formats originate from the fixed GPU pipeline era of materials, and there are simply no data structures in their specifications to accommodate that type of data, let alone all possible types of properties, settings or exotic combinations of maps. These are mostly mesh-only, geometry-centric file formats concerned with porting mesh based object shapes, and some times animation, armature, and basic color properties (like MTL files) never full complex material definitions. You can't, for the most part, import/export material definitions between applications, you can't even get Blender Internal Materials to work with Cycles Renderer nor vice versa, and they are both created within Blender, let alone between completely different applications.įor this reason no exchange file format you use can, or even tries to, import or export material properties, be it 3DS, FBX, Collada, STL, OBJ or any other. Materials are too implementation specific and tightly tied to the rendering system they belong to, or software they were created with. Manually reproduce your materials using available textures at the target environment. Also historically most Blender importers/exporters didn't always fully support node based materials well. Most file formats just don't support exporting textures, let alone full blown material definitions or other application specific features.
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