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  • ottoline

    The fabric (add)  .x Tex file format is specific to that digitization format that their digitization hardware and software creates. eg: Vizoo.

    Like most shader file formats you can generally find out how they load by opening up an example in a text editor, look at the structure, and header and simply swap out any image map references to create a new custom .x Tex file.

    Try opening up a standard .x Tex fabric file > look at the header and simply make a fabric shader that references that file format shader structure (header) with your custom images in your previous texture software.  A few minutes work and you could make a custom texture shader to translate all your PBR materials into .xTex format via batching. Pretty easy to do these days as most texture software allows you to make your own node graph to save shader's from one system to another systems shader structure / format. eg: Nuke, Adobe Substance, PixaFlux.

    I typically do this to make all my fabric materials common, but with CLO3D 6 now taking in PBR materials as the .zfab update I will likely need to do this process all over again for my entire fabric library now that has changed yet again  > 30,000+ fabric materials to update. Woes me. So the only way to handle that task when you need to update so many materials is to batch them via texture preset node tools designed for that task between different render systems, or via some scripted automation of the shader node graphs into whatever next shader structure (.xTex / .zfab / .u3m ) you want for use in your next digital shader system. A typical workflow might be to use a common universal fabric shader (if there were one) - but with so many unique fabric shaders and no real common standard on this - you really need to make make your own translation node graphs, then just batch out overnight and load all 30,000 materials the next morning if there is a major materials update like this.

    So good practice is to ensure you have a method (automated node graph translation) of all your fabric material shaders into what ever format you want. Belt and braces approach to any CG materials pipeline, which will likely remain an issue for the foreseeable future.

    Not sure there is any one 'good' common fabric texture exchange standard that 'cuts the mustard' for CG fabrics yet - although some are trying. eg: https://www.u3m.info/

     

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  • nathalie17

    file menu - open

    Image files (and not material files)

    select your file, and you can save it then in xTxt file, with or without adjusting 3D maps

     

     

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