Architecture to Standard Material Converter

3 votes
Version: 
v1.0
Date Updated: 
01/26/2018

This macroscript converts Architectural materials to Standard materials for use with VR exporters that require this setup.

To install:
- Run the script using MaxScript -> Run Script or drag the attached .MCR macroscript into Max
- Customize -> Customize user interface -> Toolbar
- From the "# SmallpolyScripts" category, add Architecture Standard Converter

One of my next steps is to add in the now-fixed functionality of my Autodesk_Bitmap to Bitmap converter script, found as a general use stand-alone script here.

Category: "# SmallpolyScripts" ButtonText: "ArchStd" ToolTip: "Architecture Standard Converter"

Additional Info: 

----- Change Log -----
2018-02-02 - v1.00
- Now a macroscript. Minor UI Tweaks.

2018-01-26 - v0.9
- Used felixherder's input to fix the material instancing problem.
- Replacing alertbox based UI with actual rollout based UI
- Adding greater map support and filtering based on material type
- Fixed "acitecture" typo

2016-12-19 - v0.8
- Bugfix: Keeping the name should now work for multi-materials as well.

Version Requirement: 
Max 2012-2018 Or Higher
AttachmentSize
archtostdmat_v1.00.mcr12.25 KB

Comments

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Smallpoly's picture

New Updates Coming!

To go along with the updates to this script, I've also updated AutodeskMap to BitmapTexture to now work regardless of whether it's run before or after the material conversions script. The new approach should be able to handle any kind of material that is thrown at it - including VRayMtl and other 3rd party renderers.

The next time I do an update to this script I'll also be rolling in the map conversion feature.

Smallpoly's picture

Autodesk_Map to Bitmap is now Fixed

Hey, good news. I've updated AutodeskMap to BitmapTexture to now work regardless of whether it's run before or after the material conversions script. The new approach should be able to handle any kind of material that is thrown at it - including VRayMtl and other 3rd party renderers.

The next time I do an update to this script I'll also be rolling in the map conversion feature.

Smallpoly's picture

Game Export

Yep. This one is for people that need Standard for game engine exporters. Other conversion tools are better options if you just need to go straight to VRay. This prevent maps and settings from getting lost that are supported by VRayMTl but not by Standard.

Also, please avoid posting spam in the future.

3DZver's picture

You could do this in one

You could do this in one click using this tool: http://www.scriptspot.com/3ds-max/scripts/v-raymtl-converter without intermediate conversion to standard materials

Smallpoly's picture

Still haven't been able to

Still haven't been able to reproduce this.

Smallpoly's picture

Change added in

Hey, this is to let you know that your fix is in the new version. Thank you!

Smallpoly's picture

Thanks! I got stuck on that

Thanks! I got stuck on that part a while back. I'll add this in the next time I do an update.

felixherder's picture

Great Script One weird thing

Great Script
One weird thing though, if you have 5000 obj in your scene you get 5000 materials, although you started with about 20.
I've modified your script abit to keep mat instances, Just add this with a roullout checkbox maybe.

-- Go through materials
		for m in sceneMaterials do (
			 matMod = changeToStd m 
			 objarr = for o in objects where o.material == m collect o
			 for obj in objarr do obj.mat = matMod
		)-- convert the material and assign it
Smallpoly's picture

Hey, that's weird. The script

Hey, that's weird. The script you're referring to should work correctly when run after this one. I'll have to verify if it still works in recent versions of Max.

Smallpoly's picture

Hey, that's weird. The script

Hey, that's weird. The script you're referring to should work correctly when run after this one. I'll have to verify if it still works in recent versions of Max.

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