The USD Exporter has been updated to merge plug-in configuration and user settings for advanced users. Enact custom plug-ins without turning on multiple options in the USD Exporter. For example, USD Preview Surface materials can be written alongside context-driven materials, like Vray Materials (when an appropriate version of Vray is installed). The USD Exporter also utilizes context setting to set necessary chaser and shader settings for plug-ins. Ensure you have the latest plug-ins installed to use this context feature and any applicable plug-in configuration settings.
{Path}: Specifies where to save your USD scene.
Plug-in Configurations: If registered and available, custom chasers can be toggled on from this section. See advanced workflows below for more information.
File Name: The output format for your USD export. Available formats are determined by the previously selected extension. When you select File > Export> Export.. choose between USD (.usd, .usda, .usdc) or USDZ Package (.usdz).
For .usd, you can select Binary or ASCII.
For .usdz, the export will be an asset package.
Cameras: When on, cameras are exported. Standard (physical, free and target cameras), 2 types of Vray cameras, and 4 types of Arnold cameras can export directly to USD format.
Lights: When on, lights are exported. All mappable properties of photometric lights export into USD (including Light intensity, Colors, Direction and Type). There is limited ambient and diffuse multiplier effect support. Photometric SunPositioner exports to USD including sun orientation, mapping color and intensity.
Shapes: When on, shapes are exported. This includes basic curve data extracted to the USD file.
UsdGeomBasisCurves
and shapes that display in the viewport export as UsdGeomMeshes
. USD Stages: When on, USD stage objects or prims that are found in the 3ds Max scene are exported as USD references to whatever the root layer of that stage object is.
USD Stage warnings:
a. The referenced layer has no default prim. In this case, the Exporter uses the first prim found as a reference target.
b. The referenced layer has multiple root prims. In this case, the result might not match expectations, as only a single prim can be targeted in the reference.
c. The layer has in-memory changes (is dirty). In this case, those edits aren't saved and the result may not reflect the current viewport representation.
Geometry: When on, mesh geometry will be exported.
Note: Bone objects (including CAT and Biped) export with the purpose set to guide
in USD. This means they do not render, and by default are not shown in USDView. To see them in USDView and verify your export, you need to turn on the display of the Purpose Guide.
Mesh Format: Select the format for output meshes.
Export: Select to include in export.
Channel: Specifies the map channel ID.
Target Primvar: Type in the specific primvar to target. Primvar name can only contain alphanumeric characters, underscores, and the field cannot be empty.
Note: USD Map channel names default to st0
, st1
, st2
. in the USD Exporter to align more closely with the names used in other applications (such as Maya). This enables ease of material library reuse across applications. If you are an advanced user, you can customize the naming translations using scripting.
Primvar Type: Specifies the type of primvar for the channel.
Hidden Objects: When on, hidden objects are included in your USD export.
Export Materials: When on, shading data will be exported. Note: A basic material is always exported, even when the material is not understood during material translation(name and diffuse color is written out to the export). If available, custom shaders can also appear in this section. See advanced workflows below for more information.
MaterialX: Exports bound materials as part of the MaterialX USD Shade network.
USD Preview Surface: When on, all supported materials are converted to UsdPreviewSurface
shaders on export. Supported 3ds Max materials are USD Preview Surface and Physical Material.
For best results and to avoid material conversion, prior to USD export, use the Material Map Browser in 3ds Max to set materials to UsdPreviewSurface
by selecting Materials > USD > Usd Preview Surface.
UsdPreviewSurface
directly. For example, UsdPreviewSurface
does not support both "cutout" and "transparency" (it supports one or the other). Related Concepts: See UsdPreviewSurface in the Pixar USD documentation.
Skin: When on, the export encodes skin and skeletons as USDSkel. Skinned meshes export as USDSkel instead of animated vertex caches.
Morph Targets: When on, exports morph targets as USD blend shapes. Animations using morph targets thus get exported as USD blend shapes and the animation will appear when viewing the exported file in USDView.
Select the time at which animation data is exported from your scene. You can select a frame range to export to USD and the animations will be cached into USD. Choose from the following options:
The following is supported in the export of animations:
Up Axis: Select the upward axis of orientation for your USD scene. Default is Z-up.
Log File: When on, a log file is output with your render. By default, log data is not stored.
Allow Nested Gprims: When on, the export allows for nested geometric prims (GPrims). This can maintain existing hierarchy and help performance by reducing prim counts.
View Results in USDView: When on, the USD file opens in USDView following the export.
The 3ds Max USD SDK allows 3rd-party developers to extend the USD Exporter and customize/ enhance available export options. Plug-in developers can write custom USD prim writers, shaders and chasers enabling additonal extensibility to the USD Exporter. To learn more, the SDK is available in a separate download from the Autodesk developer network. For other scripting information, see the MaxScript USD Documentation.