Chaos Corona for 3ds Max > [Max] Corona Goodies - User Contributions

Corona Physical to Autodesk Physical Material Converter

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romullus:
Tried both scripts briefly and i love them! I found few small issues with CP->AP script.

1 - anisotropy mapping is completely wrong. Judging from the visual preview the tool sets anisotropy to some off the charts value that's not even possible to set with the spinner. And that happens even if Corona material has zero anisotropy.
2 - bump strength gets ignored, it always converted to Autodesk's stupid default 0,3 which is really annoying. On the other hand i love when that happens with your other script, because in that case script inadvertently fixes stupid incoming bump to Corona's proper default, which is not good when you're working with old fashioned bump maps and arbitrary strength values, but great when you're dealing with normal maps.
3 - cosmetic issue - when Corona physical is populated with Corona bitmaps, the script replaces them with standard bitmaps and strips paths from the Corona bitmaps, which leaves empty CB husks. Maybe it would be possible to handle this somehow more elegant if not too much work for you?

Overall i really like those two little tools a lot - saves quite some manual work!

James Vella:

--- Quote from: romullus on 2023-07-16, 19:53:05 ---Tried both scripts briefly and i love them! I found few small issues with CP->AP script.

1 - anisotropy mapping is completely wrong. Judging from the visual preview the tool sets anisotropy to some off the charts value that's not even possible to set with the spinner. And that happens even if Corona material has zero anisotropy.
2 - bump strength gets ignored, it always converted to Autodesk's stupid default 0,3 which is really annoying. On the other hand i love when that happens with your other script, because in that case script inadvertently fixes stupid incoming bump to Corona's proper default, which is not good when you're working with old fashioned bump maps and arbitrary strength values, but great when you're dealing with normal maps.
3 - cosmetic issue - when Corona physical is populated with Corona bitmaps, the script replaces them with standard bitmaps and strips paths from the Corona bitmaps, which leaves empty CB husks. Maybe it would be possible to handle this somehow more elegant if not too much work for you?

Overall i really like those two little tools a lot - saves quite some manual work!

--- End quote ---

Sure thing.

1. Yeah the anisotropy is very different between the 2 engines. I had a feeling there was more work to do on this. Actually I made a typo so actually broken so ill update this soon and try it out and let me know your findings. This is with the typo fixed, weirdly the values show the same but the material ball looks correct, take a look at the bottom of this post. Its almost like the material editor doesnt update the values correctly but should be working... I might be missing something.

2. Can you show me what you prefer to happen with the bump map with some screenshots?

3. What do you mean empty CB husks? Can you show some screenshots?

Anisotropy:









Maybe also put your feedback for the Corona Physical to Autodesk Physical in that thread to keep it separate from this script for less confusion. - Conversation moved back to this thread, ignore this comment.

James Vella:
Ok give it a try, let me know your findings. Script attached to this post.

Version 1.2 Features:
- Bump & Normal map numeric values copied from Corona.
- Bitmap gamma from Corona and Corona Bitmap.
- All bitmap settings copied from Corona Bitmap (excluding the Output Curves).
- Anisotropy fix (hopefully, might need further testing as I have my doubts).

romullus:
I tried 1.2 and i see some issues has been fixed. Thank you!

#1 anisotropy [partially fixed] - zero anisotropy is now converting to 0 in Autodesk physical as well, all other settings are still wrong. I think that might be because i'm using Max 2024 and it seems you're still on the older version. It seems that Autodesk has changed something in the Physical material code, because i see in your screenshots that anisotropy has 0 to 100 (or -100 to 100) range, but in Max 2024 it has -1 to 1 range. Either way, i'm quite happy with this result so far, because i rarely use anisotropy, especially in materials that i need to "downgrade" to ADSK physical.

#2 - bump strength is now handled correctly, but the script no longer converts Corona normal node to Max normal node - i think it did so in previous version. Could you look into that please?

#3 - it looks that the issue with the stripped Corona bitmap paths is gone. Script works correctly here.

One additional issue - i noticed that if Corona bitmap is not plugged directly to material, but through some other Max node, like mix, composite, etc., then script does not convert those Corona bitmaps to regular bitmaps and leaves them like they are. It would be great if this can be fixed.

James Vella:

--- Quote from: romullus on 2023-07-17, 11:05:52 ---I tried 1.2 and i see some issues has been fixed. Thank you!

#1 anisotropy [partially fixed] - zero anisotropy is now converting to 0 in Autodesk physical as well, all other settings are still wrong. I think that might be because i'm using Max 2024 and it seems you're still on the older version. It seems that Autodesk has changed something in the Physical material code, because i see in your screenshots that anisotropy has 0 to 100 (or -100 to 100) range, but in Max 2024 it has -1 to 1 range. Either way, i'm quite happy with this result so far, because i rarely use anisotropy, especially in materials that i need to "downgrade" to ADSK physical.

--- End quote ---

Ah yes that would be much better actually with a -1 to 1 range. Unfortunately Im not using 3dsmax 2024 yet but might look into it soon. Dont hold your breath on this one.


--- Quote from: romullus on 2023-07-17, 11:05:52 ---#2 - bump strength is now handled correctly, but the script no longer converts Corona normal node to Max normal node - i think it did so in previous version. Could you look into that please?

--- End quote ---

Ah crap I broke it, thanks ill address this in the next update.


--- Quote from: romullus on 2023-07-17, 11:05:52 ---#3 - it looks that the issue with the stripped Corona bitmap paths is gone. Script works correctly here.

--- End quote ---

Great!


--- Quote from: romullus on 2023-07-17, 11:05:52 ---One additional issue - i noticed that if Corona bitmap is not plugged directly to material, but through some other Max node, like mix, composite, etc., then script does not convert those Corona bitmaps to regular bitmaps and leaves them like they are. It would be great if this can be fixed.

--- End quote ---

Ah yes you are correct, I can take a look at this for the next update. It wasn't working previously (it does work with standard bitmaps, not corona bitmaps). Thanks for spotting this. Also on this you want to keep those mix / composite nodes right? Hmm composite node should be fun lol.

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