The professional tool for automating such a time-consuming process as converting of materials and other scene components (lights, cameras, proxy etc) from different renderer engines into V-Ray, as well as to reverse the conversion of V-Ray materials into Standard materials (which is very useful for game developers, 3d modelers, etc)
V-RayMtl Converter 3 — is a new version of the maxscript known as "VRayMtl Converter". This next generation version was launched after the version 2.5 and has new different features and improvements: support for more materials, maps and other scene components, additional selection of materials for conversion, as well as more flexible options for converting and fixing the scene and its components.
V-RayMtl Converter converts the source materials to other specified material with the maximum possible preservation of the basic properties of the material, such as diffuse, specular, opacity (including filter), glossiness, roughness, bump, displacement, selfillumination (emission), translucency, reflection, refraction. Also, all the textures that are used for the above parameters were saved. As for the special procedural maps, they are converted only if there is an analogue. Otherwise, the procedural maps remain as they are or are deleted if the target materials do not support them.
Concerning the accuracy of the conversion, we want to note that none of the existing converters can provide 100% accuracy of the conversion due to the fact that the principle of different rendering engines is different too, and sometimes even significantly. In this regard, the physical parameters of these materials are also significantly different. Therefore, some complex, multi-component materials after using our converter are recommended to be checked again and adjusted manually, although often that’s is not required. But despite these, we tried to achieve the maximum possible accuracy of the conversion, which the our plugin provides an average of 95-98% (and in some cases 100%) and without exaggeration we can say that this is the best result!
Current version: 3.91
v3.91 - [2018/09/16]
added support fR_IES for convert to VrayIES
added support fRDome for convert to VrayLight as Dome Light
added support fR RectLight for convert to VrayLight
added support fR CylinderLight for convert to VrayLight
added the ability to download updates from the website
fixed issue with the internet connection while validating the license, which was due to changes in the security protocol on the server.
some minor corrections of code to speed up the work
v3.9 - [2018/07/01]
add support for Corona v2
some conversion improvements and code optimization
v3.8 - [2018/06/17]
rewritten the .exe installer for support installation to several versions of 3ds Max
fixed issue of transferring selfillumination texturemap when converting from VRayMtl to Standard
v3.7 - [2018/06/12]
added baking of VrayColor and VrayCompTex maps to bitmap textures when converting from V-Ray materials to Standard
fixed issue if Autodesk_Material is not recognized when converting from Standard materials (it happened if the Autodesk Material Library is not installed)
some code optimization, improvements and fixed minor bugs
v3.6 - [2018/05/31]
added converting Corona Camera to V-Ray Physical Camera in "Advanced conversion" section
fixed issue with checking the installed V-Ray version when starting the script
v3.5 - [2018/05/26]
added support for V-Ray Next
added option for choice of how to converting CoronaBitmap: to VrayHDRI or to Standard Bitmaptexture
added support for convert CoronaRoundEdges to VRayEdgesTex
improved conversion CoronaFrontBack texturemap (creates a Vray2Sided material if this map is used in the diffuse slot)
added convert CoronaLight with ies to VrayIES
added option in "Advanced conversion" section for converting only selected Lights node
added option in "Advanced conversion" section to selecting conversion type of the Standard Cameras (for Max 2016 and newer)
some conversion improvements and code optimization
v3.4 - [2018/04/07]
add support for 3ds Max 2019
added set "Glossy Fresnel" option to "On" for all V-Ray Materials in "Advanced Fix" section
added clear "Effect ID" override for all V-Ray Materials in "Advanced Fix" section
added set VRayFastSSS2 multiple scattering to "Raytraced" in "Advanced Fix" section
improved and speedup work "Fix Normal bitmap textures to VRayNormalMap" option in "Advanced Fix" section
changed licensing system for use in offline mode
more optimized code and improving for conversions
v3.3 - [2018/03/24]
added support for NVIDIA iray material [unofficial]
added converting objects with CoronaPortalMtl to V-Ray Mesh Lights as Skylight Portal
added Show Texture maps in Viewport option
added fix Albedo option for V-Ray Materials in "Advanced Fix" section
added fix Blinn to Microfacet (GGX) shader type option for V-Ray Materials in "Advanced Fix" section
improved conversion from Standard materials
v3.2 - [2018/03/04]
added support CoronaHairMtl
added support CoronaSkinMtl
added support CoronaBumpConverter
added support CoronaDistance
added support VRayHairMtl (basic)
added support VrayBumpMtl (simple)
added support VRayBmpFilter (basic)
added support VRayBump2Normal (basic)
adedd support VRayMultiSubTex (basic)
added support VRayLut (basic)
added support VRayUserColor (simple)
added support VRayUserScalar (simple)
added support VRayFakeFresnelTex (simple)
added support VRayHairInfoTex (simple)
fixed VRayColor2Bump conversion issue
fixed support VrayNormalMap for V-Ray 3.3 and older
improved support for CoronaNormal
improved conversion to Standard material
improved and rewrite licensing system
v3.1 - [2018/02/18]
added new advanced option for fix Normal bitmap textures to VRayNormalMap
added new advanced option to set Gamma 1.0 for Standard Diffuse bitmaps
added option for converting Standard opacity to V-Ray refraction
added support conversion from Car_Paint_Material__mi
added support conversion from VRayCarPaintMtl
added support conversion from VRayColor2Bump to Bitmaptexture
added support conversion from VrayDirt to ai_ambient_occlusion
fixed saves names for Autodesk materials imported from Revit
fixed some bugs and improved plugin performance
Main features and capabilities
Choose the direction of converting materials. Two options are available:
All Supported Materials → V-Ray Materials [default]
This option intended for converting any materials used in the current scene (currently supported Standard, Raytrace, Corona, NVIDIA iray (unofficial), Brazil Advanced, finalRender, Arch&Design and some other materials) to V-Ray Materials.
More detailed list of supported materials and maps can be seen by clicking on the |?| button located next to this dropdown menu or read now (open in a new window).
V-Ray Materials → Standard Materials
This option intended for converting V-Ray materials used in the current scene to Standard materials.
This option is often used in the game developers and modelers and is very useful for this.
Materials to convert:
Choose which Materials you want to convert. Six options are available:
All Scene Materials [default]
Convert all supported materials and maps in the current scene.
Materials On Selected Object(s)
Converting all materials from selected objects only.
Custom Selected Scene Material(s)
Convert selected materials from the list below.
Multiple choice of materials is available when you press the [Ctrl] or [Shift] keyboard buttons.
Material from Selected MEdit Slot
Convert material only in the selected Materials Editor Slot.
All Materials in Material Editor
Convert materials from all slots in Material Editor.
Materials on Library File
Converting materials only in the selected material library file (*.mat).
When this option is selected, it becomes possible to select the library file you want from the button bellow. As a result, a new file with the converted materials is created and saved in the same folder with a new name containing the word "_Converted".
A set of additional options for converting selected materials. Although these parameters are optional, for ease of use, some of them are enabled by default.
It is also possible to enable additional options that can be provided before and after the conversion process. Currently, two options are available:
Save Current State Of Scene Material
Enable this option to save the current state of the scene materials in order to undo the material conversion and to return to the previous scene state from the: [Main Menu → Tools → Manage Scene State ....]
Switch To V-Ray Renderer After Converting
Enable this option for switching to V-Ray Renderer engine after Material Conversion if necessary.
In this rollout there are additional tools that allow you to convert other components of the current scene, not just materials and maps.
For convenience these parameters divided into three subsections:
In this subsection, you can enable or disable the necessary options for converting lights and shadows. For convenience, it is possible to choose whether to convert all the lights in the current scene or only the selected ones.
In this subsection, you can enable or disable the necessary options for converting cameras.
For convenience, it is possible to choose whether to convert all the standard cameras in the current scene or only the selected ones.
Also, for users of 3ds Max 2016 or later versions has been added the option to select the camera conversion direction: to V-Ray Physical Camera or to 3dsMax Physical Camera
Corona Renderer Conversion:
This subsection is made specifically for converting the components used by Corona Renderer engine.
Currently, you can convert the Corona Camera to V-Ray Physical Camera, CoronaDisplacementMod to VRayDisplacementMod and Corona Proxy objects to V-Ray Proxy objects with the ability to save converted proxy files in the selected folder.
In this rollout, there are options that allow you to make some additional adjustments to your scene to improve or correct the existing capabilities of materials, maps and other scene components.
Currently, eight options are available in two subsections:
Fix Normal bitmap textures to VRayNormalMap
With this option you can move all the Normal Bitmap textures to the corresponding VRayNormalMap slot.
This is useful when material of imported objects from some other 3d-software uses directly the normal bitmap textures in the bump slot, which can lead to improper material rendered.
Set VRayNormalMap Gamma value to 1.0
With this option you can set gamma 1.0 in all the maps of the VRayNormalMap type used in the scene. This is very useful when you use NormalMap, and the gamma settings you have are different from 1.0
Fix Albedo for Diffuse color
With this option you can fix diffuse color Albedo for all V-Ray materials in the scene.
This is useful if the Diffuse color of the material has a high value, which can lead to a significant increase in the rendering time and cause artifacts on the resulting image.
Change Blinn to Microfacet GTR (GGX)
With this option you can change the Blinn shader type to the Microfacet GTR (GGX) shader type for all the V-Ray materials in the scene.
Set "Glossy Fresnel" option to "On"
With this option you can enable the "Glossy Fresnel" option for all the V-Ray materials in the scene.
Clear "Effect ID" override
With this option you can switch off and clear the "Effect ID" override option for all the V-Ray materials in the scene.
Set VRayFastSSS2 multiple scattering to "Raytraced"
With this option you can change the multiple scattering method to "Raytraced" for all the VrayFastSSS2 materials in the scene.
This is useful to reduce render time when using DR and to eliminate scene crashes.
Set Diffuse bitmap textures Gamma value to 1.0
This option is intended for changeing gamma value to 1.0 for all bitmap textures that are used as a Standard Diffuse map.
This is useful for correctly exporting materials to some other software that cannot read bitmaps with a gamma value other than 1.0 (for example, Autodesk Fusion 360).
Software compatibility and reguirement
This script was written with support for most currently used 3ds Max versions and was tested using V-Ray Advanced 3.xx, but probably it will also work in other versions (although this is not guaranteed). Below is the current list of supported versions of 3ds Max and renderer engines:
3ds Max [required]: 2013-2019
V-Ray Advanced [required]: 3.x, 4.x (Next)
Corona Renderer: 1.6, 1.7, 2.0
finalRender: 3.5 SE
Brazil r/s: 1.2
NOTE: I hope you remember that for the conversion of materials between different renderer engines, a prerequisite is in the presence of these renderer engines in your system. It is also necessary that you have an Internet Connection on your PC to activate the license while the script is first running and make sure that your firewall or antivirus does not block your 3ds Max for the Internet connection. After the initial activation of the license, a permanent Internet connection is not required and the script will be able to work in off-line mode.
How to install
Process of installing the V-RayMtl Converter 3 is very simple and does not require any special knowledge. First of all, be sure to have administrator privileges in order to be able to add files to 3dsMax sub-directories!
After downloading the archive you need to unzip the VrayMtlConverter3.exe file and run this installer as "Administartor", specifying of 3ds Max ROOT folder as the target. This will start the installation process of the script and all the required components. After the installation is complete, run 3ds Max, go to [Customize UI] settings, select [3DZverTools] in the [Category] drop-down list, below in the list you will see [V-RayMtl Converter 3].
Then you can create a button by moving the [V-RayMtl Converter 3] to the Main Toolbar or assign "hot keys" for run this script. It depends only on your wish and on how you are used to work and organize your workspace.
How to get updates
Downloading of existing updates of "V-RayMtl Converter 3" is available only after purchasing it. If you have already purchased a "V-RayMtl Converter 3" license, you can get the latest updates by clicking on the "Download" button in the site top menu or by clicking → here.
Also, to check and download the existing updates of "V-RayMtl Converter 3", you can use the special button, which is located in the [About] section of the converter's UI:
If you can not use the PayPal payment system for some reason, then you can purchase the "V-RayMtl Converter" via the Paddle or Gumroad secure payment systems with use your Debit/Credit card:
By purchasing "V-RayMtl Converter", you hereby agree to the Terms & Conditions. This script uses a paid license. One license is valid for one computer. By purchasing a license key you get full support for this script and access to all future updates up to next major version. Payment is made through a secure and easy-to-use PayPal, Paddle and Gumroad payment systems. You can also pay with Debit/Credit card through PayPal without having an account, if this is available in your country. The amount of your payment may differ from the above, depending on the VAT applicable in your country. After you finish the payment with PayPal, you should receive an email to your PayPal account email address (or to the email address that you specify) with the download link "V-RayMtl Converter" and with an individual serial number IN FEW MINUTES (in most cases even less, than in 1 minute). If you do not receive any email from us within half an hour then do not hesitate and CONTACT US via our Support Form or Support Mail. Please check at first your spam/junk folder for this email and make sure that your mail server does not block/delete emails received from the 3dzver.ru domain as unwanted!