MultyConvertor

288 votes
Version: 
2.6
Date Updated: 
05/26/2012
Author Name: 
Vladislav Gavrilov

MultyConvertor - allow to convert any materials, lights (objects) of any renders to any materials, lights (objects) and renders!!! It is all in one.

You can simple create *.mct (edit text file in any text editors and change extension) file for new render and facilities that support this type of rendering. See any *.mct in archive

Now you start the script and setup link properties from one render type to other. You can also use expression for translate value to other value or execute any max script expression.

For example: we have 100% value for opasity in Standart material and should be write for Vray transparent color:

[x/255.0, x/255.0, x/255.0]

x - value of Standard material opasity and result color for Vray transparent property.

Also convertor allow glboal change any parameters in scene. Simple setup the property from and to. Example:

x*2

Database saved in proplink.mcl and matlink.mcl

Be careful! The convertor is very powerful and can do many things. I do not even know all its capabilities.
V2.6 news:
- more then 700 property links
- 2012 max compatible
- add Shift+Reload database button pressed: join selected database to current

P.S.
if you have new work property links, please send your database (MCLink folder) to me by e-mail (you can find it on my website). I'll update the database for all

Comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
igamaximus's picture

Thank you for your great

Thank you for your great effort.

guga001's picture

You´re right of course!!

You´re right of course!! Sorry i didn´t think of that but i just looked the first extensions options (jpeg, ...) and thought that was only possible to upload images... Don´t know why since it´s a scripts site....

I´ll upload the file from now on...

Thanks
Gustavo

Admin's picture

Uploading MCT extensions is

Uploading MCT extensions is now enabled.

Note that if a file type isn't allowed you can always just zip it up and upload that...

Christopher Grant
Admin, ScriptSpot.com

guga001's picture

This is really great!!! I

This is really great!!!
I just completed a simple test converting promaterials to vraymtl and, lucky me, works!!! It will save me a lot of work.

Now, i can´t do the complex conversions yet but it´s a huge leap in the right direction. For complex conversions i mean converting the application type of a promaterial to the right reflection values and textures. If i understood correctly the fields named f are the places to add expressions but i haven´t figured out the use of each "f" field (there are 4). I had some success in making simple multiplications using the lower right "f" field to convert different ranges of values in similar properties, like the bump amount which goes from 0 to 10 in the promaterial and from 01 to 100 in the vraymtl: just use (x*10) on that field.

Below is the lines you have to add to your prplink.mcl:

Simple_Mtl_Ceramic__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|undefined|true
Simple_Mtl_Ceramic__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Ceramic__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Ceramic__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Concrete__adsk.brightness_var_map=VRayMtl.texmap_reflectionGlossiness|undefined|undefined|true
Simple_Mtl_Concrete__adsk.broomcurved_tex=VRayMtl.texmap_reflectionGlossiness|undefined|undefined|true
Simple_Mtl_Concrete__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Concrete__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Generic__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|undefined|true
Simple_Mtl_Generic__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Generic__adsk.cutout_opacity_shader=VRayMtl.texmap_opacity|undefined|undefined|true
Simple_Mtl_Generic__adsk.diffuse=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Generic__adsk.diffuse_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Generic__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Generic__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Generic__adsk.refr_depth=VRayMtl.refraction_maxDepth|undefined|undefined|true
Simple_Mtl_Generic__adsk.refraction_glossy_samples=VRayMtl.refraction_subdivs|undefined|undefined|true
Simple_Mtl_Generic__adsk.surf_gloss=VRayMtl.reflection_glossiness|undefined|undefined|true
Simple_Mtl_Generic__adsk.transparency=VRayMtl.texmap_opacity_multiplier|undefined|x*100|true
Simple_Mtl_Glazing__adsk.no_levels=VRayMtl.refraction_maxDepth|undefined|undefined|true
Simple_Mtl_Glazing__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Glazing__adsk.reflectance=VRayMtl.reflection|undefined|[(x*255),(x*255).(x*255)]|true
Simple_Mtl_Glazing__adsk.refr_depth=VRayMtl.refraction_maxDepth|undefined|undefined|true
Simple_Mtl_Glazing__adsk.transmittance_map=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Glazing__adsk.transmittance_map_shader=VRayMtl.texmap_refraction|undefined|undefined|true
Simple_Mtl_Hardwood__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|(x*10)|true
Simple_Mtl_Hardwood__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Hardwood__adsk.diffuse_color=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Hardwood__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Hardwood__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Hardwood__adsk.tint_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Masonry_CMU__adsk.diffuse_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Masonry_CMU__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Masonry_CMU__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Masonry_CMU__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Metal__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|(x*10)|true
Simple_Mtl_Metal__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Metal__adsk.cutouts_map=VRayMtl.texmap_opacity|undefined|undefined|true
Simple_Mtl_Metal__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Metal__adsk.refl_gloss_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_MetallicPaint__adsk.diffuse_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_MetallicPaint__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_MetallicPaint__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Mirror__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Mirror__adsk.tint_color=VRayMtl.reflection|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|(x*10)|true
Simple_Mtl_Plastic_Vinyl__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.diffuse_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.refr_depth=VRayMtl.refraction_maxDepth|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk.refraction_glossy_samples=VRayMtl.refraction_subdivs|undefined|undefined|true
Simple_Mtl_Stone__adsk.bump_amount=VRayMtl.texmap_bump_multiplier|undefined|(x*10)|true
Simple_Mtl_Stone__adsk.bump_map=VRayMtl.texmap_bump|undefined|undefined|true
Simple_Mtl_Stone__adsk.diffuse_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Stone__adsk.diffuse_color_shader=VRayMtl.texmap_diffuse|undefined|undefined|true
Simple_Mtl_Stone__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Stone__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Wall_Paint__adsk.diffuse_color=VRayMtl.diffuse|undefined|undefined|true
Simple_Mtl_Wall_Paint__adsk.refl_depth=VRayMtl.reflection_maxDepth|undefined|undefined|true
Simple_Mtl_Wall_Paint__adsk.reflection_glossy_samples=VRayMtl.reflection_subdivs|undefined|undefined|true
Simple_Mtl_Water__adsk.tint_color=VRayMtl.diffuse|undefined|undefined|true

And this are the ones to add to your matlink.mcl:

Simple_Mtl_Ceramic__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Concrete__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Generic__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Glazing__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Hardwood__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Masonry_CMU__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Metal__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_MetallicPaint__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Mirror__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Plastic_Vinyl__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Solid_Glass__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Stone__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Wall_Paint__adsk=VRayMtl|undefined|undefined|true
Simple_Mtl_Water__adsk=VRayMtl|undefined|undefined|true

I don´t know if the order matters but in the case of the matlink those lines goes just below the shellac line and in the case of the proplink.mcl the lines above starts just below the normal_bump.normal_map line.

Hope this helps and sorry if my english is not very clear.
Gustavo

guga001's picture

sorry my mistake: where is

sorry my mistake: where is writen "save the above text " you must read "save the text below".

guga001's picture

Hey, this is great!!!!!

Hey, this is great!!!!! Congrats VG.

I totally agree with Christopher Grant about we making a collective effort to develop this. I´m giving it a try with promaterials (i've tried to attach my promaterials.mct but it´s not possible, so i'll transcript(does this word exists?) it below) but i got stuck at the "surface finish" option because it will demand a maxscript code to convert a integer (the chosen option) to some reflection parameters in a vray material. Any of you knows how it´s possible (at least i think it´s possible since VG said it in the description) to insert a expression in the links?

save this as "promaterials.mct" in the MCLink folder:

Simple_Mtl_Ceramic__adsk
Simple_Mtl_Concrete__adsk
Simple_Mtl_Generic__adsk
Simple_Mtl_Glazing__adsk
Simple_Mtl_Hardwood__adsk
Simple_Mtl_Masonry_CMU__adsk
Simple_Mtl_Metal__adsk
Simple_Mtl_MetallicPaint__adsk
Simple_Mtl_Mirror__adsk
Simple_Mtl_Plastic_Vinyl__adsk
Simple_Mtl_Solid_Glass__adsk
Simple_Mtl_Stone__adsk
Simple_Mtl_Wall_Paint__adsk
Simple_Mtl_Water__adsk

Gindin, if you haven´t found how to define the category yet, here´s how i done it: save the above text in a file called multyconverter.mcr in ypur UI/macroscripts folder an it will appears under multyconverter category.

MacroScript Multyconverter category:"MultyConverter" tooltip:"multi converter"
(
Include "$scripts/multyconverter/multyconverter.mse"
)

I´ve searched for info abou this script on the forum but couldn´t find any. Anyone knows if there is more information about it? where?

That´s all for now. VG, thanks again. Sorry my bad english.

Gustavo

igamaximus's picture

Please be kind and explain

Please be kind and explain how to use this script. I've used many similar scripts without problems, but this one is not much straightforward. I am trying to convert all scene materials from vray to finalrender, how to do that? Thanks.

lawchin's picture

oh my god! from sketchup to

oh my god! from sketchup to max2010 and just a few click and all material turn to vray.

Muahahahahahahaahahahahahah!!!!!!!!!!!!!!!!!!

before this.. I have to convert manually took me half a day to complete but now... took me less than a minute.

for this I have to thank you a million.

dancreek's picture

I have been looking for a

I have been looking for a solution for converting pro materials to Vray materials as well. Any chance you'd be willing to share the preset you figured out? It would be greatly appreciated.

ununu's picture

This is great, but how can I

This is great, but how can I convert a STD Mtl with a opacity map to a Vray Mtl with a opacity map? This converter converts a opacity map in a STD material to a refraction map in a Vray material by default, which is obviously a mistake. I cound't find how to edit links either....

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.