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This is still a relatively new feature and perhaps Microsoft will make it more robust - C4D is exporting a lot of information to the FBX format that PPT and Paint 3D are just ignoring. They could at least offer some presets here. Paint 3D has a kind of silly option to change the position of the light source. fbx, you can open the model in Paint 3D to make any edits, but your options there are limited to replacing textures that didn't make it (with simple replacement textures) and adding new primitives. As far as I can tell, you're stuck with the default lighting, which is flat and uninspiring as you've noted.Īfter export to. For example, using Illumination caused PPT to fall back to a default texture, but Transparency "worked" (except instead of a semi-transparent shape, it rendered with a weird diamond pattern).
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Beyond that, if you push it too far, PPT willĮither ignore your texture, or give you weird results. This means you can add bitmapped textures and command some control over the specularity. It basically only looks at the Color channel, and then to a highly limited extent, the Reflectance channel. The issue is that PPT can't read more complex textures.
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fbx export method does preserve your textures. It's not just the obvious stuff like MoText and deformed objects - PPT will not see untouched primitives if they are not first made editable. You have to flatten absolutely everything in C4D before export to FBX. PPT can also import OBJ's, but there are weird issues with the way complex shapes are brought in - especially extruded text that's been made editable - and I was never able to get the textures to import properly. I've gotten the best results exporting to. I would rate my C4D skills as maybe a 4 out of 10, and I've been fumbling in the dark when it comes to bringing 3D models into PPT, so this information may not be 100% accurate. I've been having a lot of difficulty finding documentation on this myself, so wanted to share the results of my experiments.
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