V-RayMtl Converter

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V-RayMtl Converter 3.0

V-RayMtl Converter  - the very useful professional tool for automating such a time-consuming process as converting of materials, maps, lights, cameras, proxy, modifiers etc. from different renderer engines (currently supported: Scanline (Standard), Raytrace, Autodesk Material, Architectural, mrArch&Design, Physical Material, Corona, NVIDIA iray (unofficial), fr-Advanced, Brazil Advanced) to V-Ray, as well as to reverse the conversion of V-Ray materials to Standard materials (which is very useful for game developers, 3d modelers, etc).

Current verion: 3.9997

View full changelog

Additional Info: 

Main features:

  • Convert supported materials to V-Ray materials (see support materials here)
  • Convert V-Ray materials to Standard materials (see support materials here)
  • Batch conversion of materials in multiple *.max files
  • Backed procedural textures for converted materials
  • Convert scene lights to V-Ray lights (see support lights here)
  • Convert scene cameras to V-Ray Physical Camera (see support cameras here)
  • Convert Corona proxies to V-Ray proxy
  • Convert Corona Displacement Mod to V-Ray Displacement Mod
  • Convert scene standard Bitmaps to VRayBitmap (VRayHDRI)
  • Convert scene VRayBitmap (VRayHDRI) to standard Bitmap
  • Configure ACEScg/sRGB workflow in V-Ray
  • ...and more advanced conversion and scene fix tools.


View full list of currently supported materials, maps and scene components for converting.

More detailed information about the new features and capabilities of the converter can be found here: https://maxtools.3dzver.ru/vmc

V-RayMtl Converter are officially tested by the Autodesk® team and also is available in the Autodesk App Store


About conversion:

None of the existing converters can provide 100% accuracy of the conversion due to the fact that the principle of the different renderer engines differs, and sometimes differs significantly. In this regard, the physical parameters of materials are also significantly different. But despite these differences, we tried to achieve the maximum possible accuracy of the conversion, which the our plugin provides an average of 90-98%

V-RayMtl Converter converts the source materials into 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, procedural maps are baked into textures or removed if the resulting materials can be used without them.

IMPORTANT: To convert materials between different renderers, it is imperative that you have these renderers on your system.



Process of installing the "V-RayMtl Converter 3" is very simple and does not require any special knowledge.
After downloading the archive you need to unzup the VrayMtlConverter3.mzp file, run 3ds Max, go to Main Menu->MAXScript->Run Script... and select VrayMtlConverter3.mzp file (or drag and drop this to any viewport).

After installing you will see "V-RayMtl Converter 3" icon in your Main Toolbar:

You can move this button to any place convenient for you or assign "hot keys" for run this script. To do this, just open [Customize UI] settings, select [3DZverTools] in the [Category] drop-down list, below in [Action] list you will see [V-RayMtl Converter 3]


PS: Please, respect the developers and other users - do not post promotional messages in comments (ie spam).
If you have any suggestions or comments related to the work of the plugin, use the support form at this webpage: https://maxtools.3dzver.ru/support

Version Requirement: 
3ds Max 2013-2022
Other Software Required: 
V-Ray Advanced 3.10.xx - V-Ray 5.xx.xx


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Studio2a3d's picture

Corona to Vray

Yes! Thanks!

3DZver's picture

To do this, you can use the

To do this, you can use the fileInGamma=1 and fileOutGamma=1 command in the Maxscript Listener (F11)

arch3d's picture

Thank you!!

I know why i did't figure out this. I dont have output to gamma 1.0 in max 2018 :)

You can add it as option in advanced fix section.

I just test script and its really fast:)

3DZver's picture

Ok, I could add this feature

Ok, I could add this feature as an additional option in next updates.
Of course, it is useful when all the tools are in one place and for all cases)
Good luck and great creative work!

arch3d's picture

Diffuse gamma 1.0

theory: modeling->texturing->rendering
real life: modeling +texturing +rendering= same time :)

I started using autodesk360 to show client 3d model, set up camera position etc. Much more simple and faster than sending screens. So I modeling, pre-defining materials and publish (many times without textures with diffuse only).
But a360 doesnt recognize gamma 2.2 so I need to covert it before export.

But you are right i didnt think about this solution :D

Ill try:)
Script bought

3DZver's picture

This of course can be done.

This of course can be done. But why do not you switch gamma to 1.0 before converting to standard materials in Customize>Preferences>Gamma and LUT>Bitmap files input gamma?

arch3d's picture

Diffuse gamma 1.0

It would be very handy if script could convert diffuse slot to gamma 1.0 ( exporting model to autodesk360 )

3DZver's picture

Thanks for the feedback, we

Thanks for the feedback, we are glad that our tool proved to be useful for you!
But I did not understand your question about the names of the materials.
After conversion, all names of materials remain original and do not change, regardless of whether the material is a multimat or not.
Send us on [email protected] screenshots from Material Editor before and after conversion process, and mark those places on these screenshots of which you are asking.

tomson0412's picture

Love the script

i really like the script and it saves me countless amount of time converting from revit into 3ds max. However i would have a small suggestion to make with the multimaterial conversion, currently it converts correctly but the names in the multimat is replaced with standard names. is there a way to tweak the script so the names remain so when you relink the model there won't be any potential errors? thanks

3DZver's picture

Thank you! I'm glad that our

Thank you! I'm glad that our tool was useful to you!

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