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While these scripts are not as advanced in some areas, they are full featured in terms of implementing SpeedTree features into Mental Ray and V-Ray. On the import side we have developed new scripts written to expect, and work correctly, with these options. We have attacked this probelm by adding preset options to the '.fbx' exporter that ensure the proper set of options are selected. The result may be unwieldy for new users. With each new release, more exporter options were added and the import scripts added options to match.
#FBX IMPORT 3DS MAX 2011 UPDATE#
Import multiple FBX files consecutively To import multiple FBX files one after another into a 3ds Max scene, use the File Content options in the FBX Import window such as 'Add' or 'Add and Update Animation' to add new. These scripts adjust the imported materials to implement SpeedTree effects and use materials native to the renderer. To select and import multiple FBX files simultaneously into a scene in 3ds Max, use the third-party script Batch Export/Import. To solve this problem we have employed the use of import scripts in these apps for quite some time. Nor are they set up for efficient rendering in Mental Ray or V-Ray.
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The geometry is intact but the materials are not set up to implement SpeedTree effects like branch intersection blending. If you export an '.fbx' from SpeedTree and import it with 3ds Max's or Maya's native importers the results are poor. We use the 'FBX' format to bring SpeedTree models into these apps but that is not enough. FBX importing for 3ds Max and Maya that supports Mental Ray and V-Ray.Īs of v6.2.3 we've attempted to streamline the process of exporting data from SpeedTree into 3ds Max and Maya.