Export from Alias

Step 1: Apply materials

Add Alias material to differentiate different parts.

Meshroom VR uses the different materials applied by Alias to your model to identify the different parts. On each part, you will be able to to drag’n’drop a Weviz material.

Be sure that each part of your 3D project is associated to a material.

To apply your materials.

Select the surface.
Select your material.
Click on assign.

*It is those colors and textures that Meshroom VR will use to identify the different parts of your model.

Step 2: NORMALS

Check your surfaces orientations!

Meshroom has “Normal correction tool” (see below) for quick design validations but performance.

 

In Alias, each surface emits in one single direction (This direction is called normal).

To show your model normals:

In the palette, surface edit > Sector.
Inverted surfaces should appear in yellow, right ones in blue.
Right click on any yellow surface to invert them.

Step 3: FORMAT .FBX

Export only what you need!

Remove all useless objects from your export. If you want to validate the exterior shape of a design, it would be useless to import all the machinery hidden inside!

To export your 3D project:

(Select only surfaces you wan to export)

Go to > File > Export> Active as.
Select .FBX in File Format.
In FBX options, check Export Shaders then select ASCII in File Format.
Click on Surface Tesselation then check Tesselate.
Click on Save.

Step 2: APPENDIX

ADD YOUR TEXTURE

Use the lambert mode!

FBX format only supports Lambert shading mode in Alias.

In the control panel, select Visualize then double click on a shader.

In defaut shader, select Lambert for the shading model.

Click on Map (an new window open).

Then click on File.

To add the texture, click on Browse then choose the required texture.

Click on open.

 

Note: If your .wire file contains embed textures, you need to extract them before to exporting them into .FBX.

Click on File > Image reference > Extract Image References.

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