Materials Export Guide

he High Fidelity Material defines several channels of data used by the rendering engine. These channels can be configured in different ways from different fields as indicated by the following table:

Channel Fields Type Configurations Results
Opacity value & map scalar in [0,1] value& map value.a map.a
Albedo value & map sRGB color value& map value.rgb map.rgb
Roughness value & map scalar in [0,1] value value.r
Metallic value & map scalar in [0,1] value value.r
Emissive value & map sRGB color value value.rgb
Normal map XYZ normal map map.xyz
Occlusion map scalar in [0,1] map map.r
Lightmap map sRGB Radiance map map.rgb

When importing a FBX model, every FBX material encountered is converted to an equivalent Hifi material created following the conversion rules as defined in the following table. The table also details how Modeling packages (Maya & Blender) generate the FBX material properties.

Hifi Opacity Value & Map

Opacity Map must be the same texture as albedo Map. Only if the albedo map is also bound to the opacity map channel then the opacity map is considered assigned. If it is the case, the Albedo/Opacity Map is scanned and if there are meaningful alpha values then Opacity map is used.

Blender

HIFI Material Properties FBX Fields Comment
Opacity = Opacity Opacity = 1 - average(Blender.Transparency.Alpha) Blender UI as seen in Image A.
HIFI Material Properties FBX Fields Comment
Opacity = OpacityOpacityMap = Tex.Mat.TransparencyFactor (if the same as AlbedoMap) Opacity = 1 - average(Blender.Transparency.Alpha)Tex.Mat.TransparencyFactor= Blender.Texture.Diffuse.Alpha Blender UI as seen in Image B.
HIFI Material Properties FBX Fields Comment
Opacity = OpacityOpacityMap = Tex.Mat.TransparencyFactor Opacity = 1 - average(Blender.Transparency.Alpha)Tex.Mat.TransparencyFactor= Blender.Texture.Diffuse.AlphaTex.Mat.DiffuseColor: Blender.Texture.Diffuse.Color When AlbedoMap and Opacity Map are the same then check the 2 channels in the Influence ui. UI as seen in Image C.

Maya

HIFI Material Properties FBX Fields Comment
Opacity = Opacity Opacity = 1 - average(Maya.TransparencyColor) Hifi doesn't support colored transparency. The Transparency color is just a gray value.Maya UI as seen in Image D.
HIFI Material Properties FBX Fields Comment
Opacity = OpacityOpacityMap = Tex.Mat.TransparentColor (if the same as AlbedoMap) Opacity = 1Tex.Mat.TransparentColor = Maya.TransparencyColor.Texture Maya UI as seen in Image E.

Hifi Albedo Color & Map

Blender

HIFI Material Properties FBX Fields Comment
Albedo = DiffuseColor * DiffuseFactor DiffuseColor = Blender.DiffuseColorDiffuseFactor = Blender.DiffuseIntensity Blender UI as seen in Image F.
HIFI Material Properties FBX Fields Comment
AlbedoMap = Tex.Mat.DiffuseColor DiffuseColor = Blender.DiffuseColorDiffuseFactor = Blender.DiffuseIntensityTex.Mat.DiffuseColor: Blender.Texture.Diffuse.Color Use the Diffuse.Color texture influence not the Diffuse.Intensity which overrides extra fields as indicated above. The Blender Diffuse color map can contain Opacity map, check the Alpha influence if needed.Blender UI as seen in Image G.

Maya

HIFI Material Properties FBX Fields Comment
Albedo = DiffuseColor * DiffuseFactor DiffuseColor = Maya.ColorDiffuseFactor = Maya.DiffuseDIffuse = Maya.Color * Maya.Diffuse Maya UI as seen in Image H.
HIFI Material Properties FBX Fields Comment
Albedo = DiffuseColorAlbedoMap = Tex.Mat.DiffuseFactor DiffuseColor = Maya.ColorDiffuseFactor = 0.5Tex.Mat.DiffuseFactor = Maya.Diffuse.Texture Texture and Diffuse Color are blended.Maya UI as seen in Image I.
HIFI Material Properties FBX Fields Comment
Albedo = DiffuseColor * DiffuseFactorAlbedoMap = Tex.Mat.DiffuseColor DiffuseColor = Vec3(1.0)DiffuseFactor = Maya.DiffuseTex.Mat.DiffuseColor = Maya.Color.Texture Albedo Color is always exactly the Texture map color.Maya UI as seen in Image J.

Hifi Emissive Color & Map

Blender

HIFI Material Properties FBX Fields Comment
Emissive = EmissiveColor * EmissiveFactor EmissiveColor = Blender.Diffuse.ColorEmissiveFactor = Blender.Shading.Emit Emissive Color is always the Diffuse Color. Shading Emit controls the Emissive Factor so it MUST be assigned correctly.Blender UI as seen in Image K.
HIFI Material Properties FBX Fields Comment
Emissive = NOT USEDEmissiveMap = Tex.Mat.EmissiveFactor EmissiveColor = Blender.Diffuse.ColorEmissiveFactor = Blender.Shading.EmitTex.Mat.EmissiveFactor = Blender.Texture.Shading.Emit Blender UI as seen in Image L.

Maya

HIFI Material Properties FBX Fields Comment
Emissive = EmissiveColor EmissiveColor = Maya.IncandescenceColor Maya UI as seen in Image M.
HIFI Material Properties FBX Fields Comment
Emissive = NOT USEDEmissiveMap = Tex.Mat.EmissiveColor EmissiveColor = Vec3(0.5)Tex.Mat.EmissiveColor = Maya.Incandescence.Texture Maya UI as seen in Image N.

Hifi Roughness Value & Map

Blender

HIFI Material Properties FBX Fields Comment
Roughness = 1 - Shininess / 100 Shininess = Hardness * 100 / 512 Blender UI as seen in Image O.
HIFI Material Properties FBX Fields Comment
Roughness = NOT USEDRoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Shininess = Hardness * 100 / 512Tex.Mat.ShininessExponent = Blender.Texture.Specular.Hardness Blender UI as seen in Image P.

Maya

HIFI Material Properties FBX Fields Comment
Roughness = 1 - Shininess / 100 Shininess = Maya.CosinePower Maya UI as seen in Image Q.
HIFI Material Properties FBX Fields Comment
Roughness = NOT USEDRoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Shininess = 20Tex.Mat.ShininessExponent = Maya.SpecularPower.Texture Maya UI as seen in Image R.

Hifi Metallic Value & Map

Blender

HIFI Material Properties FBX Fields Comment
Metallic = maxCoord(SpecularColor) SpecularColor = Blender.Specular.ColorSpecularFactor = 0.5 * Blender.Specular.Intensity Blender UI as seen in Image S.
HIFI Material Properties FBX Fields Comment
Metallic = NOT USEDMetallicMap = monochrome(Tex.Mat.SpecularColor) SpecularColor = Blender.Specular.ColorSpecularFactor = 0.5 * Blender.Specular.IntensityTex.Mat.SpecularColor = Blender.Texture.Specular.Color Blender UI as seen in Image T.
HIFI Material Properties FBX Fields Comment
Metallic = NOT USEDMetallicMap = monochrome(Tex.Mat.SpecularFactor) SpecularColor = Blender.Specular.ColorSpecularFactor = 0.5 * Blender.Specular.IntensityTex.Mat.SpecularFactor = Blender.Texture.Specular.Intensity Blender UI as seen in Image U.

Maya

HIFI Material Properties FBX Fields Comment
Metallic = maxCoord(SpecularColor) SpecularColor = Maya.SpecularColor Maya UI as seen in Image V.
HIFI Material Properties FBX Fields Comment
Metallic = NOT USEDMetallicMap = monochrome(Tex.Mat.SpecularColor) SpecularColor = Vec3(0.5)Tex.Mat.SpecularColor = Maya.SpecularColor.Texture Maya UI as seen in Image W.

Hifi Normal Map

Blender

No way to define Normal map from a bumpmap in Blender that can be detected in FBX so NO bumpmap support from Blender.

HIFI Material Properties FBX Fields Comment
NormalMap = Tex.Mat.NormalMap Tex.Mat.NormalMap = Blender.Texture.Geometry.Normal Pick "TextureSpace" for normal map.Blender UI as seen in Image X.

Maya

HIFI Material Properties FBX Fields Comment
NormalMap = Tex.Mat.NormalMap Tex.Mat.NormalMap = Maya.Bump_Mapping.Texture Maya UI as seen in Images Y and Z.
HIFI Material Properties FBX Fields Comment
NormalMap= convertToNormal(Tex.Mat.Bump) Tex.Mat.Bump = Maya.Bump_Mapping.Texture Maya UI as seen in Images AA and BB.

Hifi Occlusion Map

Blender

Not supported.

Maya

Not supported with the Phong material in Maya.

Hifi Lightmap Map

Lightmap is only used for material without emissive.

Blender

Not supported.

Maya

HIFI Material Properties FBX Fields Comment
LightmapMap = Tex.Mat.AmbientColor Tex.Mat.AmbientColor = Maya.Ambient_Color.Texture