Hi, when using the “Optimize” mesh operation in InstaLOD studio, it appears to completely mangle the original material structure in the original model. See below.
It had randomly created a bunch of new multi-materials and even assigned multi-materials to single material objects. Is there a way to disable the mesh operations from changing the material structure?
Thank you for reaching out and welcome to our community. I have passed this along internally and we will provide further information as soon as it becomes available.
The Optimize mesh operation is designed to reduce polygon count while preserving other important properties like scene hierarchy, UV layout, and materials. It shouldn’t alter the materials assigned to your mesh.
To help us troubleshoot this issue, could you let us know which file format you’re using to export the scene from InstaLOD Studio? It would also be helpful to know if the behavior persists when using a different export format.
Additionally, if you have access to InstaLOD’s integrations (such as InstaLOD for Autodesk 3ds Max), you might try running the optimize operation directly within your DCC using the plugin to see if the results differ.
Please feel free to share any additional details, and we’ll be happy to assist further!
Also, if you are able, you could provide us with an example file that demonstrates this behavior so we can investigate further internally. You could provide a link to the file here, or I can initiate a DM privately.
Hi, I used the FBX format for import into and export out of InstaLOD studio. I tried OBJ format, but it unfortunately changed the material type. When I export an unaltered version of the FBX out of InstaLOD studio (aka: zero operations), the material structure is preserved.
The model is using a custom material that is not a part of the standard 3dsmax library, and is instead a part of a different SDK for a game. If you would like the model file, let me know and I will provide it for you through DM.