The useful tool for automating such a time-consuming process as converting different types of materials (currently supported: Standard, Raytrace, Autodesk Material, Architectural, mrArch&Design, Corona Renderer, NVIDIA iray (unofficial), fr-Advanced, Brazil Advanced) to V-Ray materials, as well as reverse conversion to Standard materials (which is very useful for game developers, modelers etc.)
V-RayMtl Converter 3 — is a new version of the maxscript known as "VRayMtl Converter". This version is the next generation after version 2.5 and in comparison with the previous version new features and improvements appeared in this version: 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 3 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 are saved. As for 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 and sometimes significantly different. In this regard, the physical parameters of 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 this is often not required. But despite these, we tried to achieve the maximum possible accuracy of the conversion, which the our plugin provides an average of 90-98% and without exaggeration we can say that this is the best result!
Current version: 3.4
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 want to convert. Six options are available:
All Scene Materials [default]
Convert all supported materials and maps used in it (which are supported) in the current scene.
Materials On Selected Object(s)
Converting all supported materials and maps used in it (which are supported) to selected objects only.
Custom Selected Scene Material(s)
Convert materials and maps used in it (which are supported) selected from the list below.
Multiple choice of materials is available when you press the [Ctrl] or [Shift] key.
Material from Selected MEdit Slot
Convert material and maps used in it (which are supported) only in the Selected Materials Editor Slot.
All Materials in Material Editor
Convert materials and maps used in them (which are supported) in All available Material Editor Slots.
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 desired library file from 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, but for ease of use, some of them are enabled by default.
It is also possible to include optional actions that can be made 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 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 switch to V-Ray Renderer engine after Material Conversion if necessary.
In this rollout are additional tools that allow you to convert other components of the current scene, not just materials and maps. These parameters are conveniently divided into two sections:
Light's and Camera's Conversion
In this subsection, you can enable or disable the necessary options for converting light's and cameras. For convenience, it is possible to choose whether to convert all cameras in the current scene or only selected ones.
Corona Renderer Conversion
This subsection is made specifically for converting some of the components used in the Corona Renderer engine.
Currently, you can convert the CoronaDisplacementMod to VRayDisplacementMod and Corona Proxy objects to V-Ray Proxy objects with the ability to save converted proxy files to 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 - seven for V-Ray materials and one for Standard materials:
Fix Normal bitmap textures to VRayNormalMap
With this option you can move all Normal Bitmap textures to the corresponding VRayNormalMap slot. This is useful when material of imported objects from some other 3d-software directly uses 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 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 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 Blinn shader type to Microfacet GTR (GGX) shader type for all V-Ray materials in the scene.
Set "Glossy Fresnel" option to "On"
With this option you can enable "Glossy Fresnel" option for all V-Ray materials in the scene.
Clear "Effect ID" override
With this option you can switching off and clear "Effect ID" override option for all 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 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 change 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 can not read bitmaps with other gamma 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 it probably 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 or 3ds Max Design: 2013-2019[required]
V-Ray Advanced: 3.xx [required]
Corona Renderer: 1.6-1.7
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 the presence of these renderer engines in your system. It is also necessary that you have an internet connection on your PC to validate the license while the script is first running and make sure that your firewall or antivirus does not block your 3ds Max to the internet connection.
How to install
Process of installing the V-RayMtl Converter 3 is very simple and does not require any special knowledge. First 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 unzup 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 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 button by move [V-RayMtl Converter 3] to Main Toolbar or assign "hot keys" for run this script. It depends only on your desire and on how you used to work and organize your workspace.
FOR CUSTOMERS: By purchasing "V-RayMtl Converter", you hereby agree to the Terms & Conditions. After you finish your payment via PayPal, you should receive an email to your PayPal account email address 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 filter settings in your mail box!