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max standard maps slots to vray


jinj
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Hi guys,

 

I was looking for an explanation of the standard max material map slot compared to the one from the vray material. I googled a bit but I didin't find nothing usefull.

 

I want to convert some complex standard max materials to vray.

I know that there are some converters... but they don't convert all maps.

 

any insight?

 

thanks

Edited by jinj
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a bit more info.

 

the info I need for example are how to convert:

 

"diffuse level",

"specular color1", "specular level1"

 

etc in the vray mat slot. for example, need I to compost/blend the texture?

 

thanks for any help

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to be honest the syntax for specific texture maps are pretty much the same for standard and vray materials. Best way to get the name of the slot is to turn on the macrorecorder and adjust each slot to see the code it uses.

 

to give you an idea the following is a script I edited for my purposes. Forgive me for not keeping a remark in the script as to who the original author was so if you recognize it feel free to take credit. Anyways its just a script to go through your entire scene and simplify vray materials to standard materials, all I was worried about was moving the diffuse map, but you if you reverse the script you could add all your maps and have exactly what you're after.

 

for o in geometry do

(

if classof o.material == VRayMtl do

(

tt = Standardmaterial ()

tt.diffusemap = o.material.texmap_diffuse

tt.diffuse = o.material.diffuse

o.material = tt

)

 

if classof o.material == Multimaterial then

for m = 1 to o.material.numsubs do

(

if classof o.material [m] == VRayMtl do

(

tt = Standardmaterial ()

tt.diffusemap = o.material[m].texmap_diffuse

tt.diffuse = o.material[m].diffuse

o.material [m] = tt

)

)

 

)

actionMan.executeAction 0 "40807"

 

basic outline of the script is it checks if the object has a material type of vray then if it does it uses creates a new standard mat (tt), copies the diffuse map from the original material, then applies that map to the newly created material, and assigns it's parameter to the material applied to the original object (this keeps the name and keeps the material applied to the current object)

 

the second part does the exact same thing but in a loop to parse through multi-sub materials. probably could have been done easier with a function call instead of dup' code, but I'm not in school any more and my programing prof will never see it so :p

Edited by BrianKitts
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