Universal Material Converter
This Universal Material Converter is an enhanced version of the old AMC script. It convert materials between renderengines. It converts from Autodesk Materials and also converts textures as much as possible when needed.
Currently supported renderengines are: MentalRay, V-Ray, iRay, Corona, Scanline, FStorm, ART, Arnold, Octane, Redshift (beta)
Coming up: Maxwellrender (maybe)
You will need at least have a demo version of the renderengines installed if you want to be able to support conversions.
While for example converting a V-Ray material to Corona, it will also convert bitmaps to Corona-bitmaps and VRayDirtmap to CoronaAO.
This script is available from our webshop: https://3dstudio.nl/hikashop-menu-for-brands-listing/product/universal-m...
It comes with an .mzp installer, automatic renderengine check, check on duplicate materials (to make them instances). And the option to bake procedural textures to bitmaps when converting to Standard material, so you can export to several VR engines.
We have 2 videos on youtube to explain installation and usage
-- added 2018-07-10
version 1.6.2 is available, with support for OSL textures, Max2019, V-Ray NEXT, Corona v2 and it now will also check for duplicate materials that are nested.
A new feature is the option to load your own matlib file to get source materials from. (during conversion, it will check the matlib for a material with the same name and use that to replace instead of convert)
-- added 2019-12-16
version 1.8 is available. With support for Max2020, latest versions of all supported renderers. Support for FStormrenderer, basic support for RedShift, and support for conversions from Octane. Also new is the User Interface, the option to save/load your conversion preset and a VR mode for conversion to V-Ray, to bake procedurals and colorcorrections for export to Unreal (through V-Ray)
-- added 2020-07-01
version 1.95: V-Ray 5, Octane 2020.x and 3dsMax2021 support. Development for mentalray and iray conversion has stopped.
changelog:
- added support for VRayOverrideMtl
- added support for VRayMtlWrapper
- added support for GTA3 material
- bugfixes based on user input
- conversion refinement based on user input
- added support for Autodesk Checker
- added support for Autodesk Gradient
- added VR mode (to correctly convert to scanline/standard when you want to go to Unity or Unreal)
- added dispersion override
- added subdivs/samples override
- load source matlib
- added support for FStorm
- added basic support for RedShift
- added support for conversion from Octane
- added new interface
- added better baking options
- added VR mode for V-Ray
- added load/save conversion presets
- added 1-click undo *(watch out, on large conversions, this can cause a crash!!)
Comments
Just a comment
Looks really good, but a little bit expensive to give a try. Could be cool if we could get a demo version, or different (and cheaper) versions for each render engine.
www.gabrielquintana.com
only partially, I might need
only partially, I might need to update it, but it was not requested that much, hence the slow development in the redshift section.
If you want, drop me an email at info(at)3dstudio.nl, you can send me a sample file to test.
Best regards,
Stefan
redshift to standerd
Hello,
Can I convert redshift material to standard material using this scrip?
physical to corona
yes, the script can also convert from physical to corona.
Physcial Material to Corona conversion
I am doing a lot of conversion of materials from Sketchup to 3dMax.
Which uses Physical materials.
Can the script convert from Physical to Corona?
I saw in the comments it will go from Corona to Physical.
If so this will save me a lot of time.
Thank you. :)
Thank you for the quick
Thank you for the quick reply! I will contact you by mail
Sheen option
Hi Wezzard, please contact me, I have an update ready in which this is fixed.
Convert to Vray issue (3ds max)
Hi, I really appreciate this script. But I have an issue when i'm trying to convert to Vray. Since Vray Next, there is a sheen parameter in the VrayMtl. By default it should be black, but UMC sets the color to white. It's not that long to change it manually on 1 texture, the problem is when an object or scene has a lot of different materials..
Hi Eny, the UMC code is not
Hi Eny, the UMC code is not exposed. Some parts might be in a future release so commandline access could be enabled.
The UMC can not rid the scene of multi/subs.
If you want something specific for that, please contact me, and I might be able to help with a dedicated script.
You can reach me at [email protected]
maxscript exposure
Hi, Stefan!
1. Is your converter exposed to maxscript, so it can be evoked and its parameters can be controlled from other .ms code? Like complex automatic formatting of objects, where one of the steps is the material conversion
2. Can your program rid the scene of all multi/sub materials? Like find all objects with such materials assigned, explode each of them by ID to bunch of lesser objects, assign corresponding standard material to each
Thanks