Exporting Marbles sample to FBX has missing textures

Exporting Marbles sample to FBX has missing textures. Most of them are missing, a few are exported.

To reproduce:

  • open the Marbles_Assets sample
  • export as FBX file
  • note that only 11 textures (from the marbles) are exported, everything else doesn’t have a texture.
    Expected: all textures are exported.

Also weird: when “Embed Textures” is selected, textures are BOTH put on disk in a “textures” folder AND embedded in the FBX. It should be either/or.

Related to Faces are flipped in exported glTF file when exporting Marbles sample scene

Got to say it really feels like NVidia is trying to trap you in Omniverse once you have reached that part in the pipeline.

The fact you can’t easily export assets like the Marbles ones is pretty poor given we’re all spending thousands on graphics cards every few years.

It’s put me off working in the omniverse until more basic features such as this are fixed.

For now I figured a workaround but it needs some basic dev skills:

  1. Go here: Create With Marbles: The Contest | NVIDIA
  2. Go to point 3. in the “Behind the challenge” and download the assets locally (god knows why the Nucleus way I tried doesn’t work, once again feels like they’re clinging to those assets to keep you locked in)
  3. Go here: Release January 31, 2023 · microsoft/DirectXTex · GitHub and download ‘texconv.exe’ (need to be in windows obviously)
  4. Go to a marbles asset you want from the dowloaded folder and find the .dds files in the textures folder with the .usd asset
  5. put the .exe file in there and open a powershell terminal as admin in that folder
  6. type and run: .\texconv *.dds -ft png
  7. that converts from the annoying format into something usable in programs such as blender
  8. use ORM textures like this: ORM textures setup in Blender & how to fix DirectX/OpenGL normals - YouTube
  9. Question why this was so difficult to do after spending thousands on a card but revel in your juicy assets outside of omniverse.

Still, it’ll always be better than Suckaturds metaverse. Now enjoy, fellow creators!

Hello @herbst! I’m not sure what could be happening here. You should be able to export the materials out of Omniverse as well, but I will double check with the dev team to confirm and get further assistance!

Let me test this and get back to you. Are you just testing our generate FBX export systems or is there a reason you are trying to get our demo scene out of Create ?

@Richard3D I’m generally looking at interop to/from Omniverse. My main focus is import/export of glTF but given that this has lots of issues (see my other threads here) I had tested other formats as well. Not sure if that’s all Assimp under the hood and thus suffering from the same issues, but it looks more like Omniverse doesn’t properly convert textures in specific formats (e.g. precompressed ones like dds) to formats available in glTF/FBX.

I usually test exporting/importing with the sample scenes that ship with any given software, to get a gut feel of whether it’s worth exploring more or interop simply hasn’t been a priority so far.

I have begun looking into the exporting issues. Some of the demo files are a little older and may look great in Create, but do not meet our up to date export standards. That is not to say that export to FBX in general should not work. I will give you more information when it is available. And just from a workflow point of view, you are importing data in, and then exporting it out… out to what platform ? When you import data, is it just a naked model, and you are adding materials and lights and animation in Create ? We would love to hear more about your workflow.

Happy to explain more - I also started an email thread with Jennifer, maybe she can add you to that? And I’m available in Discord in case that works for you for faster communication (herbst🌵#5425)

Hi all, I am also facing the same issue and let me know if there is any solution for that.

The Marbles scene is a really great example test scene for Create, but since it is an older scene, it does contain some mdl materials that do not export correctly through the fbx export engine. It is just unfortunately an issue with the age of the scene. The fbx exporter should work well for new modern scenes.

Are you aware of a scene of comparable complexity available already in Omniverse that exports cleanly?