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Preparing Materials in External Software

Preparing Materials in External Software

When preparing materials for 3D objects, it is recommended to create marker points on the object for reference. This makes it easier to compare the appearance of the object in the original software with its appearance in a rendered output.

In addition, it is recommended to prepare 3D objects in an environment that resembles the light setup of the destination rendering environment. For example:

  • Using the same HDRI for both environments

  • Aligning the strongest light source to have the same orientation

  • Testing how the specular amount and Normal depth values gets translated into VStitcher.

It is worth considering how VStitcher and Lotta deal with specular amount and spread.


Specular Amount in VStitcher and Lotta

Specular amount can be set by a color or an image.

Decreasing material transparency decreases the specular amount in VStitcher. A value of 100% transparency eliminates the specular effect.

The same behavior applies to transparency of an alpha channel on the diffuse layer.


Specular Spread in VStitcher and Lotta

This is also known as roughness.

VStitcher uses a logarithmic scale ranging from 0 to 5,000.

  • 0 means no specularity with no effect coming from the specular image or color

  • 1 means the specular spread is at its widest

  • 5,000 means the specular spread is at its narrowest


Preparing Materials in Maya

When preparing a 3D object in Maya for use in VStitcher or Lotta, the following recommendations apply:

  • Orientation

    • Ensure the front face of the trim is parallel to the Y axis. For more information, refer to Orientation.

    • Ensure you freeze transformation. For more information, refer to Transformations.

  • Bitmaps - use JPG files or non-transparent PNG files (with no alpha channel).

    • Diffuse Map - if the object has a logo which is a color other than black, ensure in the bitmaps that the other areas and any empty areas are colored black.

  • Shader - only use Phong shader.

  • Glossiness - use a very high value for the cosine power. A value of 2,800 is typically effective.

  • Channels - use only color, normal, and specular color channels

  • Embed - enable Embed Media when exporting the FBX file.

  • Clean - ensure unnecessary objects are cleaned and only export the geometries.


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