maxtools V-RayMtl Converter v3.97 for 3ds Max 2013 - 2020
V-RayMtl Converter是max脚本,称为“VRay材质转换器”,可以将源材质转换为其他特定材质,最大限度地保留基本材质特性,如漫射、镜面、不透明度(包括滤光器)、光泽度、粗糙度、凸点、位移、自发光(发射)、半透明、反射、折射。此外,还保存了用于上述参数的所有纹理对于特殊的程序映射,只有在有模拟的情况下才会转换它们,否则程序贴图将保持原样,如果目标材质不支持程序贴图,则程序贴图将被删除。
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 material properties, 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.
Materials for conversion to V-Ray:
- StandardMaterial
- Blend
- Shellac
- DoubleSided
- Arch___Design__mi
- Car_Paint_Material__mi
- Autodesk_Material
- Architectural
- RaytraceMaterial
- CoronaMtl
- CoronaLightMtl
- CoronaRaySwitchMtl
- CoronaPortalMtl (to V-Ray Mesh Light as Skylight Portal)
- CoronaVolumeMtl
- CoronaShadowCatcherMtl
- CoronaLayeredMtl
- CoronaHairMtl
- CoronaSkinMtl
- CoronaSelectMtl
- fR_Advanced
- fR_Architectural
- fR_Metal
- fR_Glass
- fR_2Sided
- fR_Light
- fR_Matte_Shadow
- fR_Layer
- fR_REWrapper
- Brazil_Advanced (RS v 1.2)
- NVIDIA iray material (unofficial)
Maps for conversion to V-Ray:
- Normal_Bump
- Raytrace
- Autodesk_Map
- Multi_Sub_Map
- Ambient_Reflective_Occlusion__3dsmax
- ai_ambient_occlusion
- CoronaColor
- CoronaBitmap
- CoronaOutput
- CoronaRaySwitch
- CoronaFrontBack
- CoronaMultiMap
- CoronaMix
- CoronaAo
- CoronaNormal
- CoronaBumpConverter
- CoronaDistance
- CoronaSky
- CoronaWire
- CoronaTriplanar
- CoronaRoundEdges
- CoronaColorCorrect
- CoronaTonemapControl
- CoronaSelect
V-Ray materials for conversion to Standard:
- VRayMtl
- VRayBlendMtl
- VRayLightMtl
- VRay2SidedMtl
- VrayOverrideMtl
- VrayMtlWrapper
- VRayFastSSS2
- VRaySkinMtl
- VRayCarPaintMtl
- VRayHairMtl
- VRayBumpMtl
V-Ray maps for conversion to Standard:
- VrayColor (baked in texture)
- VrayDirt
- VrayNormalMap
- VRayCompTex (baked in texture)
- VRaySoftbox
- VRayHDRI
- VRayColor2Bump
- VRayBmpFilter
- VRayBump2Normal
- VRayMultiSubTex
- VRayLut
- VRayFakeFresnelTex
- VRayUserColor
- VRayUserScalar
- VRayHairInfoTex
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Advanced conversion:
- Standard Camera to V-Ray Physical Camera or 3ds Max Physical Camera (from 3dsMax 2016)
- CoronaDisplacementMod to VRayDisplacementMod
- CoronaProxy to VrayProxy
- Corona Camera (CoronaCam) to V-Ray Physical Camera
- Lights for conversion to V-Ray Lights/Shadows/RE:
- CoronaLight to VrayLight
- CoronaLight with IES to VrayIES
- CoronaSun
- fR RectLight
- fR CylinderLight to VrayLight as Mesh light
- fRDome to VrayLight as Dome light
- fR_IES to VrayIES
- mr_Sun
- mr_Sky_Portal
- miAreaLight
- miAreaLightomni
- Free_Light
- Target_Light (Shadows)
- TargetDirectionallight (Shadows)
- freeSpot (Shadows)
- Directionallight (Shadows)
- Omnilight (Shadows)
- targetSpot (Shadows)
- Daylight assemblies
- Light Meter
- mr Lighting Analysis RE
Advanced fix:
V-Ray fix:
- Set VRayNormalMap Bitmap Gamma value to 1.0
- Fix normal bitmap textures to VRayNormalMap
- Fix Albedo for V-Ray Materials
- Set Blinn to Microfacet (GGX) shader type for V-Ray Materials
- Set "Glossy Fresnel" to "On" for all V-Ray Materials
- Clear "Effect ID" override for all V-Ray Materials
- Set VRayFastSSS2 multiple scattering to "Raytraced"
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