Using FBX Exporter 4.1.0
Hi @DaMaFeng ,
From the image it looks like the application is the Microsoft 3D Viewer, is that correct?
I was able to recreate the issue with 3D Viewer, it appears to be specific to exporting multiple instances of the same mesh (which looks like the Unity standard cube in your example).
I only see one material in 3D Viewer as well, however when importing the FBX back into Unity I see both colors.
Opening the same file with Paint 3D (another Windows application) also shows both colors.
Therefore, this seems to be an issue with 3D Viewer not displaying different materials for instances of the same mesh.
To resolve the issue, please report it to Microsoft/3D Viewer.
Otherwise, one way to work around this could be to disable instance export.
Would it be helpful for your use case if there was an option to disable export of meshes as instances?
Thank you for your reply.
I don’t think it’s a 3D viewer problem, because I see the same thing in Maya.
It only seems to display properly in Unity .
If multiple same objects use multiple mesh, the exported FBX file will consume more memory, which is unacceptable.
Also, how do you export models with translucent materials?
The FBX I exported has no translucency effects, either in Unity or Maya
I think it might be an issue with Maya as well. In 3ds Max it imports correctly.
I could reproduce this using Maya and 3ds Max.
When creating and exporting instances with multiple materials from Maya to FBX, they would still import with one material in Maya.
Same when creating and exporting instances from 3ds Max, when imported into Maya they import with the same material, however they import as expected in Unity and 3ds Max.
As for translucency, material export is currently somewhat limited, I think it may not be exported yet.
I will log a bug for this.
I got it right in 3ds Max .
However, in C4D and Blender, only one color is displayed.
Did they all go wrong?
Possibly, I seem to get the same result if the instances with multiple materials are created and exported to FBX from Maya or 3ds Max, then imported into these programs (without going through Unity).