Same applies for many other features specific to applications or render engines, including but not limited to lighting parameters, shadow settings, lamps, cameras, physics simulations (fluids, cloths, soft bodies), texture options (clamping, clipping, tiling, color adjustments), generated texture coordinates (anything not mapped explicitly by a UV map or created by unwrapping a mesh), material options (backface culling, shadows, visibility, transparency and blending modes), materials shader or texture animations, particle systems, physics simulations (fluids, smoke or fire sims), volumetric data, modifiers parameters, shape morphing, animated, generative, shape altering or deformation based animations (like shapekeys, Ocean, Build, Geometry Nodes modifier), visibility options (like hide/unhide, wireframe, shadow, etc) and other "generated data", can't also for the most part be imported or exported (with a few exceptions).Įven if Blender did support any of these features there would also have to be support on the receiving end, to be able to both read and apply said parameters on another application, which may or may not be possible. Have in mind that pre Blender 2.8# most Blender exporters do not even support Cycles node based materials at all, so even image textures used in Cycles node trees are most likely not expected to be preserved. Some more common image based texture channels may some times be correctly preserved, like diffuse, specular, glossiness, or the increasingly popular "PBR workflows", but certainly never procedurally generated textures and/or image textures using "generated" texture coordinates, these are calculated at render time and can't be exported. 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 and transparency settings, nonexistent in Cycles, because representing object interactions and refraction is expensive and complex for rasterizers. Yet in render like Cycles it is just integrated as node because for raytracers it is irrelevant which direction a geometry faces. Even if there were, there are way too many different rendering implementations for a variety of purposes and responding to distinct requirements (like speed or responsiveness for real time rendering engines or games, or realism for physically based 'offline renders'), and each using its own different set of parameters and particular ways of interpreting specific properties to be able to correctly map settings, parameters or particular features between them easily.įor example most real time rendering systems 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. There are simply no data structures in the specifications for most exchange file formats to accommodate that data, let alone all possible types of properties, settings or maps.
#Fbx unity no mesh full#
These are mostly mesh-only, geometry-centric file formats concerned with porting object shapes, and some times animation, armature, and basic shading, or 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 with Blender, let alone between completely different applications.įor this reason no file format you use can, or even tries to, import or export material properties, be it 3DS, FBX, Collada, STL, OBJ or any other.
#Fbx unity no mesh software#
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 most Blender importers/exporters don't currently 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.