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coven/modules/ufbx/data/max_texture_mapping_7700_ascii.fbx

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Outputs the &quot;&cr;&lf; &quot;modified UV so it can be hooked up to other Bitmap Lookup shaders &quot;&cr;&lf; &quot;to apply the identical randomness, plus outputs the Random Index &quot;&cr;&lf; &quot;itself to drive downstream modifications that are in sync with it.&quot;,&cr;&lf; string label = &quot;Bitmap Random Tiling&quot;,&cr;&lf; string version = &quot;1.0&quot; ]]&cr;&lf;( &cr;&lf; point Pos = point(u,v,0) &cr;&lf; [[ string label= &quot;UV Coordinate&quot;, &cr;&lf; string help = &quot;The 2D coordinate at which the texture is looked up.&quot; ]],&cr;&lf; float Scale = 0.25&cr;&lf; [[ string help = &quot;A linear scale factor. 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Check this box if the texture is a normal map.&quot; ]],&cr;&lf; int NormalFlipR = 0 &cr;&lf; [[ string widget=&quot;checkBox&quot;, &cr;&lf; string packName = &quot;Normal Map&quot;,&cr;&lf; string label = &quot;Flip Red&quot;,&cr;&lf; int connectable = 0,&cr;&lf; string help=&quot;Invert red component for rotation of normal maps.&quot; ]],&cr;&lf; int NormalFlipG = 0 &cr;&lf; [[ string widget=&quot;checkBox&quot;, &cr;&lf; string packName = &quot;Normal Map&quot;,&cr;&lf; string label = &quot;Flip Green&quot;,&cr;&lf; int connectable = 0, &cr;&lf; string help=&quot;Invert green component for rotation of normal maps.&quot; ]],&cr;&lf; string Filename_UDIMList = &quot;&quot; &cr;&lf; [[ string label=&quot;Viewport UDIM List&quot;,&cr;&lf; int connectable = 0,&cr;&lf; string help=&quot;The list of UDIM items to load into the viewport. If empty, will be deduced from the file system automatically. &quot; ]], &cr;&lf; string LoadUDIM = &quot;Load UDIM...&quot; &cr;&lf; [[ string widget=&quot;max:actionButton&quot;, &cr;&lf; string actionID=&quot;loadUDIM(\&quot;Filename\&quot;)&quot;,&cr;&lf; string help=&quot;Select a set of files to load as an UDIM.&quot;,&cr;&lf; int connectable = 0 ]], &cr;&lf; int UDIM = 0&cr;&lf; [[ string widget=&quot;checkBox&quot;, string label=&quot;UDIM-compatible lookup&quot;,&cr;&lf; int connectable = 0,&cr;&lf; string help =&quot;Modifies the UV coordinate so that UDIM's are looked up similar to the max MultiTile map&quot; ]], &cr;&lf; string WrapMode = &quot;periodic&quot;&cr;&lf; [[ string widget=&quot;popup&quot;, string options = &quot;default|black|clamp|periodic|mirror&quot;,&cr;&lf; string label=&quot;Wrap Mode&quot;,&cr;&lf; string help=&quot;How the texture wraps: (black, clamp, periodic or mirror).&quot; ]], &cr;&lf;&cr;&lf; int Randomize = 1 &cr;&lf; [[ string help = &cr;&lf; &quot;Enables all randomization. Can be disabled for debugging purposes. &quot;,&cr;&lf; int connectable=0 ]],&cr;&lf; int RandomizePos = 1 &cr;&lf; [[ string help = &cr;&lf; &quot;Enables randomization in UV space by making a 'distorted grid' and &quot;&cr;&lf; &quot;apply one variation in each 'square' of the grid. &quot;&cr;&lf; &quot;If this is OFF, no spatially varying randomness occurs. &quot;&cr;&lf; &quot;There is still variation per Seed value. If Seed is driven from &quot;&cr;&lf; &quot;e.g. a Node Handle map, this gives one random value per object.&quot;,&cr;&lf; int connectable=0 ]],&cr;&lf; float RandScale = 1.0&cr;&lf; [[ string help = &cr;&lf; &quot;Scale of the 'distorted grid' in relation to UV space. &quot;&cr;&lf; &quot;A value of 1.0 means the 'distorted grid' is the same size as a &quot;&cr;&lf; &quot;unit square in UV space, a smaller number makes the grid smaller and &quot;&cr;&lf; &quot;a larger value makes it larger. &quot;&cr;&lf; &quot;A value of zero disables spatially varying randomness &quot;&cr;&lf; &quot;but still makes a variation per Seed value. If Seed is driven from &quot;&cr;&lf; &quot;e.g. a Node Handle map, this gives one random value per object.&quot; ]],&cr;&lf;&cr;&lf;&cr;&lf; float WiggleScale = 0.2 [[ string help=&quot;Scale of the 'wiggliness' of edges, in relation to the UV space&quot; ]],&cr;&lf; float WiggleAmount = 0.25 &cr;&lf; [[ float min=0.0, float max=10.0,&cr;&lf; string help=&quot;Amount of 'wiggliness' on the edge of the randomness grid, to obscure the fact that it is a grid.&quot;&cr;&lf; ]],&cr;&lf; float EdgeFuzz = 0.1 &cr;&lf; [[ float min=0.0, float max=10.0,&cr;&lf; string help=&quot;Amount of 'crossfade' at the edge of the randomness grid. Note this is computed stochastically and may introduce some noisiness. &quot;&cr;&lf; ]],&cr;&lf;&cr;&lf; &cr;&lf; float RotMin = 0.0 [[ float min=-360.0, float max=360.0 ]],&cr;&lf; float RotMax = 360.0 [[ float min=-360.0, float max=360.0 ]],&cr;&lf; float ScaleMin = 1.0 [[ float min= 0.1, float max=10.0 ]],&cr;&lf; float ScaleMax = 1.0 [[ float min= 0.1, float max=10.0 ]],&cr;&lf; float UOffset = 0.0,&cr;&lf; float VOffset = 0.0,&cr;&lf; &cr;&lf; int Seed = 0 [[ string help = &quot;Random seed. Connect to e.g. Node Handle map to have per-object randomness&quot; ]],&cr;&lf; &cr;&lf; vector HSVMin = vector(0.0,1.0,1.0),&cr;&lf; vector HSVMax = vector(0.0,1.0,1.0), &cr;&lf;&cr;&lf;&cr;&lf; int AutoGamma = 1 &cr;&lf; [[ string widget=&quot;checkBox&quot;, int connectable=0 ]],&cr;&lf; float ManualGamma = 1.0 &cr;&lf; [[ string label=&quot;Manual Gamma&quot; ]],&cr;&lf;&cr;&lf; &cr;&lf; &cr;&lf; output color Col = 0 [[ string label=&quot;Col (RGB)&quot; ]],&cr;&lf; output float R = 0,&cr;&lf; output float G = 0,&cr;&lf; output float B = 0,&cr;&lf; output float A = 1,&cr;&lf; output float Luminance = 0,&cr;&lf; output float Average = 0,&cr;&lf; output point UV = 0,&cr;&lf; output int RandomIndex = 0,&cr;&lf;)&cr;&lf;{&cr;&lf; // Skip empty files&cr;&lf; if (Filename == &quot;&quot;)&cr;&lf; return;&cr;&lf; &cr;&lf; point p = Pos / Scale;&cr;&lf; &cr;&lf; point noisepoint = 0; &cr;&lf; &cr;&lf; if (RandomizePos) &cr;&lf; {&cr;&lf; point wigglepoint = p / WiggleScale;&cr;&lf; noisepoint = p / RandScale + (noise(wigglepoint, Seed)-point(0.5,0.5,0.0)) * WiggleAmount + noise(&quot;hash&quot;, p) * EdgeFuzz;&cr;&lf; }&cr;&lf; &cr;&lf; point rotscale = Randomize?noise(&quot;cell&quot;, noisepoint, Seed + 10):0;&cr;&lf; point position = Randomize?noise(&quot;cell&quot;, noisepoint, Seed + 11) - point(0.5,0.5,0.0):0; &cr;&lf; point hsvchange = Randomize?noise(&quot;cell&quot;, noisepoint, Seed + 12):0; &cr;&lf;&cr;&lf; // Output one of the randomizers so people can do external randomization&cr;&lf; // based on these&cr;&lf; RandomIndex = int(rotscale[2] * 500000000);&cr;&lf;&cr;&lf; // Compute the actual rotation (in radians) &cr;&lf; float rotation = radians(mix(RotMin, RotMax, rotscale[0]));&cr;&lf;&cr;&lf; vector hsvTweak = mix(HSVMin, HSVMax, hsvchange);&cr;&lf; &cr;&lf; p -= point(0.5,0.5,0.0);&cr;&lf; &cr;&lf; p = rotate(p, rotation, 0.0, vector(0.0,0.0,1.0));&cr;&lf; p /= mix(ScaleMin, ScaleMax, rotscale[1]);&cr;&lf; p += point(position[0] * UOffset, position[1] * VOffset, 0.0);&cr;&lf; &cr;&lf; p += point(0.5,0.5,0.0);&cr;&lf; &cr;&lf; UV = p;&cr;&lf;&cr;&lf; // Default lookup, just use u and inverted v...&cr;&lf; float ulookup = p[0];&cr;&lf; float vlookup = 1.0 - p[1];&cr;&lf; &cr;&lf; // But for UDIM compatibility and max's idea that 0,0 is in &cr;&lf; // lower left corner, we need this juggling of v....&cr;&lf; if (UDIM)&cr;&lf; {&cr;&lf; float vfloor = floor(p[1]);&cr;&lf; float vfrac = p[1] - vfloor;&cr;&lf; vlookup = vfloor + (1.0 - vfrac);&cr;&lf; }&cr;&lf; &cr;&lf; Col = texture(Filename, ulookup, vlookup, &quot;wrap&quot;, WrapMode, &quot;alpha&quot;, A);&cr;&lf;&cr;&lf; if (NormalMap == 0)&cr;&lf; { &cr;&lf; color hsv = transformc(&quot;rgb&quot;, &quot;hsv&quot;, Col);&cr;&lf; hsv[0] += hsvTweak[0]; // Offset the hue&cr;&lf; //hsv[1] *= hsvTweak[1]; // Scale the saturation&cr;&lf; hsv[2] *= hsvTweak[2]; // Scale the value&cr;&lf; Col = transformc(&quot;hsv&quot;, &quot;rgb&quot;, hsv); &cr;&lf; // Simulate saturation via gamma - more visually pleasing&cr;&lf; Col = pow(Col, hsvTweak[1]); &cr;&lf; }&cr;&lf; else&cr;&lf; {&cr;&lf; // Flip components if needed&cr;&lf; if (NormalFlipR) Col[0] = 1.0 - Col[0];&cr;&lf; if (NormalFlipG) Col[1] = 1.0 - Col[1];&cr;&lf; &cr;&lf; Col = rotate(Col, rotation, point(0.5,0.5,0.0), point(0.5,0.5,1.0));&cr;&lf; &cr;&lf; // Flip components back if needed&cr;&lf; if (NormalFlipR) Col[0] = 1.0 - Col[0];&cr;&lf; if (NormalFlipG) Col[1] = 1.0 - Col[1];&cr;&lf; }&cr;&lf; &cr;&lf; &cr;&lf; int channels;&cr;&lf; gettextureinfo(Filename, &quot;channels&quot;, channels);&cr;&lf; if (channels < 4) // No alpha? Set it to opaque&cr;&lf; {&cr;&lf; A = 1.0;&cr;&lf;&cr;&lf; if (WrapMode == &quot;black&quot;) // 2018-04-25: Allow Decals&cr;&lf; {&cr;&lf; if (p[0] < 0.0 || p[0] > 1.0 ||&cr;&lf; p[1] < 0.0 || p[1] > 1.0)&cr;&lf; A = 0.0;&cr;&lf; }&cr;&lf; }&cr;&lf; &cr;&lf; if (!NormalMap)&cr;&lf; {&cr;&lf; // Temporary workaround for color space issues&cr;&lf; if (AutoGamma)&cr;&lf; {&cr;&lf; if (!endswith(Filename, &quot;.exr&quot;) &&&cr;&lf; !endswith(Filename, &quot;.EXR&quot;) &&&cr;&lf; !endswith(Filename, &quot;.hdr&quot;) &&&cr;&lf; !endswith(Filename, &quot;.HDR&quot;) &&&cr;&lf; !endswith(Filename, &quot;.tx&quot;) &&&cr;&lf; !endswith(Filename, &quot;.TX&quot;))&cr;&lf; {&cr;&lf; // Gamma 2.2 for sRGB approx)&cr;&lf; Col = pow(Col, 2.2);&cr;&lf; }&cr;&lf; }&cr;&lf; else&cr;&lf; {&cr;&lf; if (ManualGamma != 1.0)&cr;&lf; Col = pow(Col, ManualGamma);&cr;&lf; }&cr;&lf; }&cr;&lf; &cr;&lf; R = Col[0];&cr;&lf; G = Col[1];&cr;&lf; B = Col[2];&cr;&lf; Luminance = luminance(Col);&cr;&lf; Average = (R + G + B) / 3.0;&cr;&lf;}"
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P: "3dsMax|params|OSLCode", "KString", "", "A", "// Load a bitmap into OSL (UBER version, with everything built-in)&cr;&lf;// UberBitmap.osl, by Zap Andersson&cr;&lf;// Modified: 2020-04-14&cr;&lf;// Copyright 2020 Autodesk Inc, All rights reserved. This file is licensed under Apache 2.0 license&cr;&lf;// https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/license/LICENSE.txt&cr;&lf;&cr;&lf;shader UberBitmap2&cr;&lf;[[ string help = &quot;All-in-one shader for loading a bitmap via OpenImageIO.<br>Includes UVW channels and transforms in a monolithic version.&quot;,&cr;&lf; string label = &quot;Uber Bitmap&quot;,&cr;&lf; string version = &quot;2.0&quot; &cr;&lf;]]&cr;&lf;( &cr;&lf; int UVSet = 1 &cr;&lf; [[ string label=&quot;Map Channel&quot;,&cr;&lf; string help =&quot;The 3ds max Map channel to look up&quot;,&cr;&lf; int min = 0, int max = 99 ]],&cr;&lf; float Scale = 1.0 &cr;&lf; [[ string help=&quot;The overall Scale. 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Larger number = smaller.&quot; ]],&cr;&lf; vector Offset = 0.0&cr;&lf; [[ string help=&quot;Moves the UVW coordinates around&quot; ]],&cr;&lf; &cr;&lf; // Real world parameters &cr;&lf; int RealWorld = 0 &cr;&lf; [[ string widget = &quot;checkBox&quot;,&cr;&lf; int connectable = 0,&cr;&lf; string help = &quot;Enable Real-World Scaling&quot; ]],&cr;&lf; float RealWidth = 0.2 &cr;&lf; [[ int worldunits=1,&cr;&lf; string help = &quot;Real Width of one unit of texture space&quot; ]], &cr;&lf; float RealHeight = 0.2 &cr;&lf; [[ int worldunits=1,&cr;&lf; string help = &quot;Real Height of one unit of texture space&quot; ]], &cr;&lf; &cr;&lf; float Rotate = 0.0&cr;&lf; [[ string help=&quot;A rotation angle in <i>degrees</i>.&quot; ]],,&cr;&lf; point RotCenter = point(0.5,0.5,0) &cr;&lf; [[ string label = &quot;Rotation Center&quot;,&cr;&lf; string help = &quot;The center of rotation in UVW space&quot; ]],&cr;&lf; vector RotAxis = vector(0.0,0.0,1.0) &cr;&lf; [[ string label = &quot;Rotation Axis&quot;,&cr;&lf; string help = &quot;An axis around which the rotation occurs.&quot; ]],&cr;&lf; &cr;&lf; string Filename = &quot;&quot; &cr;&lf; [[ string widget=&quot;filename&quot;, &cr;&lf; string label=&quot;File name&quot;,&cr;&lf; string help=&quot;The name of the texture to look up&quot; ]], &cr;&lf; &cr;&lf; string Filename_UDIMList = &quot;&quot; &cr;&lf; [[ string widget = &quot;null&quot;,&cr;&lf; string label=&quot;Viewport UDIM List&quot;,&cr;&lf; string help=&quot;The list of UDIM items to load into the viewport. If empty, will be deduced from the file system automatically. &quot; ]], &cr;&lf; string LoadUDIM = &quot;Load UDIM...&quot; &cr;&lf; [[ string widget=&quot;max:actionButton&quot;, &cr;&lf; string actionID=&quot;loadUDIM(\&quot;Filename\&quot;)&quot;,&cr;&lf; string help=&quot;Select a set of files to load as an UDIM.&quot;,&cr;&lf; int connectable = 0 ]], &cr;&lf; &cr;&lf; int UDIM = 0&cr;&lf; [[ string widget=&quot;checkBox&quot;, string label=&quot;UDIM-compatible lookup&quot;,&cr;&lf; int connectable = 0,&cr;&lf; string help =&quot;Modifies the UV coordinate so that UDIM's are looked up similar to the max MultiTile map&quot; ]], &cr;&lf; string WrapMode = &quot;periodic&quot;&cr;&lf; [[ string widget=&quot;popup&quot;, string options = &quot;default|black|clamp|periodic|mirror&quot;,&cr;&lf; string label=&quot;Wrap Mode&quot;,&cr;&lf; string help=&quot;How the texture wraps: (black, clamp, periodic or mirror).&quot; ]],&cr;&lf; &cr;&lf; int AutoGamma = 1 &cr;&lf; [[ string widget=&quot;checkBox&quot;, int connectable = 0 ]],&cr;&lf; float ManualGamma = 1.0 &cr;&lf; [[ string label=&quot;Manual Gamma&quot; ]],&cr;&lf; &cr;&lf; output color Col = 0 [[ string label=&quot;Col (RGB)&quot; ]],&cr;&lf; output float R = 0,&cr;&lf; output float G = 0,&cr;&lf; output float B = 0,&cr;&lf; output float A = 1,&cr;&lf; output float Luminance = 0,&cr;&lf; output float Average = 0&cr;&lf;)&cr;&lf;{&cr;&lf; // Skip empty filenames&cr;&lf; if (Filename == &quot;&quot;)&cr;&lf; return;&cr;&lf; &cr;&lf; point UVW = point(u,v,0);&cr;&lf;&cr;&lf; // Get UVW channel&cr;&lf; if (!getattribute(format(&quot;UV%d&quot;, UVSet), UVW))&cr;&lf; {&cr;&lf; // Get MAXtoA style UV&cr;&lf; float w = 0.0;&cr;&lf; &cr;&lf; // Default UV set handled in&cr;&lf; // a special way in MAXtoA&cr;&lf; if (UVSet == 1)&cr;&lf; {&cr;&lf; UVW = vector(u,v,0);&cr;&lf; getattribute(&quot;w&quot;, w);&cr;&lf; }&cr;&lf; else // ...the others are just attributes&cr;&lf; {&cr;&lf; getattribute(format(&quot;uv_%d&quot;, UVSet), UVW);&cr;&lf; getattribute(format(&quot;w_%d&quot;, UVSet), w);&cr;&lf; }&cr;&lf; // Insert 3rd dimension if any&cr;&lf; UVW[2] = w;&cr;&lf; }&cr;&lf;&cr;&lf; vector worldScale = 1.0;&cr;&lf; &cr;&lf; if (RealWorld)&cr;&lf; worldScale = vector(RealWidth, RealHeight, 1.0);&cr;&lf;&cr;&lf; // Do the transform stuff&cr;&lf; point p = rotate(UVW - Offset, radians(Rotate), RotCenter, RotCenter + RotAxis) * Tiling / worldScale / Scale;&cr;&lf;&cr;&lf; // Default lookup, just use u and inverted v...&cr;&lf; float ulookup = p[0];&cr;&lf; float vlookup = 1.0 - p[1];&cr;&lf; &cr;&lf; // But for UDIM compatibility and max's idea that 0,0 is in &cr;&lf; // lower left corner, we need this juggling of v....&cr;&lf; if (UDIM)&cr;&lf; {&cr;&lf; float vfloor = floor(p[1]);&cr;&lf; float vfrac = p[1] - vfloor;&cr;&lf; vlookup = vfloor + (1.0 - vfrac);&cr;&lf; }&cr;&lf; &cr;&lf; Col = texture(Filename, ulookup, vlookup, &quot;wrap&quot;, WrapMode, &quot;alpha&quot;, A);&cr;&lf; &cr;&lf; int channels;&cr;&lf; gettextureinfo(Filename, &quot;channels&quot;, channels);&cr;&lf; if (channels < 4) // No alpha? Set it to opaque&cr;&lf; {&cr;&lf; A = 1.0;&cr;&lf;&cr;&lf; if (WrapMode == &quot;black&quot;) // 2018-04-25: Allow Decals&cr;&lf; {&cr;&lf; if (p[0] < 0.0 || p[0] > 1.0 ||&cr;&lf; p[1] < 0.0 || p[1] > 1.0)&cr;&lf; A = 0.0;&cr;&lf; }&cr;&lf; }&cr;&lf;&cr;&lf; // Temporary workaround for color space issues&cr;&lf; if (AutoGamma)&cr;&lf; {&cr;&lf; if (!endswith(Filename, &quot;.exr&quot;) &&&cr;&lf; !endswith(Filename, &quot;.EXR&quot;) &&&cr;&lf; !endswith(Filename, &quot;.hdr&quot;) &&&cr;&lf; !endswith(Filename, &quot;.HDR&quot;) &&&cr;&lf; !endswith(Filename, &quot;.tx&quot;) &&&cr;&lf; !endswith(Filename, &quot;.TX&quot;))&cr;&lf; {&cr;&lf; // Gamma 2.2 for sRGB approx)&cr;&lf; Col = pow(Col, 2.2);&cr;&lf; }&cr;&lf; }&cr;&lf; else&cr;&lf; {&cr;&lf; if (ManualGamma != 1.0)&cr;&lf; Col = pow(Col, ManualGamma);&cr;&lf; }&cr;&lf; &cr;&lf; R = Col[0];&cr;&lf; G = Col[1];&cr;&lf; B = Col[2];&cr;&lf; Luminance = luminance(Col);&cr;&lf; Average = (R + G + B) / 3.0;&cr;&lf;}"
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Entry: "3dsMax|Parameters|reflectivity", "FbxPropertyEntry", "specular", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|roughness_inv", "FbxPropertyEntry", "roughness_inv", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|metalness", "FbxPropertyEntry", "metalness", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|diff_roughness", "FbxPropertyEntry", "diffuse_roughness", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|brdf_mode", "FbxPropertyEntry", "brdf_mode", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|brdf_low", "FbxPropertyEntry", "brdf_low", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|brdf_high", "FbxPropertyEntry", "brdf_high", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|aniso_channel", "FbxPropertyEntry", "aniso_channel", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|coat_affect_color", "FbxPropertyEntry", "coat_affect_color", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|refl_color_map_on", "FbxPropertyEntry", "refl_color_map_on", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|roughness_map_on", "FbxPropertyEntry", "roughness_map_on", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|metalness_map_on", "FbxPropertyEntry", "metalness_map_on", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|thin_film_map_on", "FbxPropertyEntry", "thin_film_map_on", "FbxSemanticEntry"
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Entry: "3dsMax|Parameters|displacement_map_on", "FbxPropertyEntry", "displacement_map_on", "FbxSemanticEntry"
Entry: "3dsMax|Parameters|cutout_map_on", "FbxPropertyEntry", "cutout_map_on", "FbxSemanticEntry"
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; Object connections
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C: "OP",2627031770624,2629355879840, "3dsMax|Parameters|roughness_map"
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C: "OP",2627031770144,2629355879840, "3dsMax|Parameters|metalness_map"
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C: "OP",2629283309200,2629355879840, "3dsMax|Parameters|trans_color_map"
;Texture::Map #7, Material::01 - Default
C: "OP",2629283311600,2629355879840, "3dsMax|Parameters|emit_color_map"
;Texture::Map #9, Material::01 - Default
C: "OP",2627031771584,2629355879840, "3dsMax|Parameters|bump_map"
;Texture::Map #9, Material::01 - Default
C: "OP",2627031771584,2629355879840, "3dsMax|Parameters|normalCamera"
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C: "OP",2629283311120,2629283312560, "3dsMax|parameters|sourceMap"
;Texture::Map #8, Texture::Map #7
C: "OP",2629283312080,2629283311600, "3dsMax|ColorTweak|Input_map"
;Video::Map #8, Texture::Map #8
C: "OO",2629360425328,2629283312080
;Texture::Map #4, Texture::Map #16
C: "OP",2627031769664,2627031770624, "3dsMax|parameters|sourceMap"
;Texture::Map #10, Texture::Map #9
C: "OP",2627031772064,2627031771584, "3dsMax|ai_bump2d Parameters/Connections|bump_map.shader"
;Video::Map #10, Texture::Map #10
C: "OO",2629360426288,2627031772064
;Texture::Map #2, Texture::Map #12
C: "OP",2627031773024,2627031772544, "3dsMax|parameters|sourceMap"
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C: "OO",2629360428208,2627031770144
;Material::01 - Default, Implementation::01 - Default_Implementation
C: "OO",2629355879840,2629397946768
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;Takes section
;----------------------------------------------------
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Take: "Take 001" {
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LocalTime: 0,153953860000
ReferenceTime: 0,153953860000
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