Long story short I work at a HighEnd Planetarium using C4D R15 Studio. Our main system runs GPU rendering on an 8K 70ft. Dome.
The system supports Direct X format (.x) for 3D objects.
The exporter in c4d exports .X, but is lacking the "ShaderFX" information on the exported file.
Bringing the same model into 3DS max, with the same texture and using a 3dsMax to X export plugin -- there is a specific box to check
to generate "ShaderFX file" -- from all intents and purposes this is embedded within the .X format and is not a separate file.
Into the Dome System.
C4D Xfile reads in -- is XYZ located, but is invisible. No surface visible.
3DS exported Xfile
Reads in perfectly.
-as much as I love the solution that works, its several extra steps along the way to the end result.
Does anyone have any information on the setup to include the FXshader format in the DirectX exporter out of c4D?