# Max exporter dont export meshes with multi materials in shell slot?

**URL:** <https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Created:** [December 18, 2018, 11:57am UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304 "2018-12-18T11:57:03Z")\
**Posts on this page:** 14\
**Page:** 1

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**Author:** ![swavec](https://avatars.discourse-cdn.com/v4/letter/s/e9bcb4/32.png) [@swavec](https://forum.babylonjs.com/u/swavec)\
**Post date:** [December 18, 2018, 11:57am UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/1 "2018-12-18T11:57:03Z")

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I can export mesh with multi material assigned , but when i bake lightmap into shell material no mesh is exported , blank scene. It exports only if i set baked multimaterial to only 1 channel.

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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 18, 2018, 2:42pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/2 "2018-12-18T14:42:14Z")

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Pinging @kcoley

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**Author:** ![Vinc3r](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vinc3r/32/25340_2.png) [@Vinc3r](https://forum.babylonjs.com/u/Vinc3r)\
**Post date:** [December 18, 2018, 4:41pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/3 "2018-12-18T16:41:01Z")

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Shouldn’t your baked lightmaps linked into your submaterials rather than the shell one?

What do you want once inside the engine: an object with only one material (and so with a completemap) or an object with all its submaterials (and so with its lightmap assigned on each submaterial)?

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**Author:** ![swavec](https://avatars.discourse-cdn.com/v4/letter/s/e9bcb4/32.png) [@swavec](https://forum.babylonjs.com/u/swavec)\
**Post date:** [December 18, 2018, 6:13pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/4 "2018-12-18T18:13:40Z")

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Im making architectural piece so im baking completemap with vray, no lights in babylon only textures.

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**Author:** ![kcoley](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/kcoley/32/193_2.png) [@kcoley](https://forum.babylonjs.com/u/kcoley)\
**Post date:** [December 18, 2018, 7:32pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/5 "2018-12-18T19:32:31Z")

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Hi @swavec , I’ll take a look once I finish up some pending Max exporter issues.

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**Author:** ![kcoley](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/kcoley/32/193_2.png) [@kcoley](https://forum.babylonjs.com/u/kcoley)\
**Post date:** [December 18, 2018, 7:35pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/6 "2018-12-18T19:35:38Z")

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@swavec tracking here: [Max exporter not exporting meshes with multi materials in shell slot · Issue #413 · BabylonJS/Exporters · GitHub](https://github.com/BabylonJS/Exporters/issues/413)

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**Author:** ![kcoley](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/kcoley/32/193_2.png) [@kcoley](https://forum.babylonjs.com/u/kcoley)\
**Post date:** [January 2, 2019, 6:00pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/7 "2019-01-02T18:00:49Z")

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Hi @swavec, do you have a sample scene I can use to help repro the issue? Thanks

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**Author:** ![swavec](https://avatars.discourse-cdn.com/v4/letter/s/e9bcb4/32.png) [@swavec](https://forum.babylonjs.com/u/swavec)\
**Post date:** [January 3, 2019, 9:52am UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/8 "2019-01-03T09:52:12Z")

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HI, max 2015 file and rendered multi map in shell. Im exporting glb file.

[https://drive.google.com/open?id=1XtPJrcbnvpUmR1MYeto2YWeiOtFlhqYE](https://drive.google.com/open?id=1XtPJrcbnvpUmR1MYeto2YWeiOtFlhqYE)

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**Author:** ![kcoley](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/kcoley/32/193_2.png) [@kcoley](https://forum.babylonjs.com/u/kcoley)\
**Post date:** [January 5, 2019, 1:45am UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/9 "2019-01-05T01:45:44Z")

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Hi @swavec I just merged a fix for this: [fix shell material multi mat export by kcoley · Pull Request #431 · BabylonJS/Exporters · GitHub](https://github.com/BabylonJS/Exporters/pull/431)

Feel free to give it a try

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**Author:** ![swavec](https://avatars.discourse-cdn.com/v4/letter/s/e9bcb4/32.png) [@swavec](https://forum.babylonjs.com/u/swavec)\
**Post date:** [January 5, 2019, 8:12am UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/10 "2019-01-05T08:12:33Z")

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Hi , it is working now. Any chance for fix with transparency mode :

> [@Shell material with baked texture exports with transparency mode set to alpha blend](https://forum.babylonjs.com/t/shell-material-with-baked-texture-exports-with-transparency-mode-set-to-alpha-blend/202/8):
>
> Also if you copy/paste texture into map slot, material is exportet in alpha blend mode. And again you need to open that texture settings and then it exports fine. So the problem is not baking it is when texture is paste / insertet .

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**Author:** ![Juansahu](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/juansahu/32/37987_2.png) [@Juansahu](https://forum.babylonjs.com/u/Juansahu)\
**Post date:** [March 14, 2024, 3:02pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/11 "2024-03-14T15:02:27Z")

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Hello all, I’m having the exact same problem described here, the Kcoley fix doesn’t seem to work now.

A multimaterial and a shell material are exported correctly but a multimaterial connected to a shell material exports the mesh as an empty node.  
Tested with the exporter up to date v20240125.3 in .babylon and .glTF.

Pinging @Deltakosh because @swavec and @kcoley don’t seem to have been around for a while.

 ![image](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/1/e/1ea53fe1bb797310f1bce4bad2ff2dc4a8525fc6.png)

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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:** [March 14, 2024, 4:25pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/12 "2024-03-14T16:25:42Z")

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Hey @Juansahu, unfortunately we are not maintaining the exporters anymore. We are hoping that the gltx exporters for Max and Maya will take over actually.

The cost for the team to maintain these plugins in a proprietary codebase like the ones from Autodesk was too high

That being said the projects are still up and running in Github for whoever wants to help 🙂

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<div class="post-metadata">

**Author:** ![Juansahu](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/juansahu/32/37987_2.png) [@Juansahu](https://forum.babylonjs.com/u/Juansahu)\
**Post date:** [March 14, 2024, 7:11pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/13 "2024-03-14T19:11:20Z")

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Thank you for the reply @Deltakosh. The native exporter still lacks a lot of features but I totally understand it.

I will take a look at the github repo to try fix it myself and maybe I can contribute. It is still a great tool 🙂

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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:** [March 14, 2024, 8:09pm UTC](https://forum.babylonjs.com/t/max-exporter-dont-export-meshes-with-multi-materials-in-shell-slot/304/14 "2024-03-14T20:09:52Z")

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I do agree. so many things are missing and it is a shame that Autodesk does not support gltf better
