# 3ds Max - export material custom attributes

**URL:** <https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Created:** [December 3, 2020, 8:35am UTC](https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276 "2020-12-03T08:35:59Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Impactzone](https://avatars.discourse-cdn.com/v4/letter/i/87869e/32.png) [@Impactzone](https://forum.babylonjs.com/u/Impactzone)\
**Post date:** [December 3, 2020, 8:35am UTC](https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276/1 "2020-12-03T08:35:59Z")

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Hi,  
I want to control roughnessfactor and metallicfactor in the exported gltf directly from 3ds Max. I am looking at custom attributes connected to a Physical Material in 3Ds Max but can´t really take control over the parameters as both metallicfactor and roughnessfactor are always exported as 1. Any ideas about how to do that?  
Thanks!

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**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [December 3, 2020, 5:34pm UTC](https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276/2 "2020-12-03T17:34:12Z")

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pinging @Guillaume_Pelletier

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**Author:** ![Guillaume\_Pelletier](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/guillaume_pelletier/32/3695_2.png) [@Guillaume\_Pelletier](https://forum.babylonjs.com/u/Guillaume_Pelletier)\
**Post date:** [December 3, 2020, 6:25pm UTC](https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276/3 "2020-12-03T18:25:48Z")

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There is a known bug with the Rollover control on Max… i will have a look if this is something we could bypass

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<div class="post-metadata">

**Author:** ![Guillaume\_Pelletier](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/guillaume_pelletier/32/3695_2.png) [@Guillaume\_Pelletier](https://forum.babylonjs.com/u/Guillaume_Pelletier)\
**Post date:** [December 4, 2020, 11:38am UTC](https://forum.babylonjs.com/t/3ds-max-export-material-custom-attributes/16276/4 "2020-12-04T11:38:04Z")

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had a look and the value are well exported using Max2020.

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/2X/8/879e438484b2afae0b90ad8371d4a1cb59962b51.jpeg)  
exported as

> ```
> "materials": [{
> "pbrMetallicRoughness": {
> "baseColorTexture": {
> "index": 0,
> "extensions": {
> "KHR_texture_transform": {
> "offset": [0.0, 0.0],
> "scale": [1.0, 1.0],
> "texCoord": 0
> }
> }
> },
> "metallicFactor": 0.3,
> "roughnessFactor": 0.5
> },
> "alphaMode": "BLEND",
> "name": "Building"
> }],
> 
> ```

You might take attention of that 3DSMAx override these “basic” values when a map is set.
