Author Topic: Corona Material/Lights Converter (legacy)  (Read 1088284 times)

2014-03-07, 12:08:36
Reply #210

racoonart

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No i have to find ALL of them, and click by clik turn off displacement or change max amount...
Both implemented.

is there a way you can update the converter to convert whatever material in a scene to a default corona material even if it cant convert the material to its corona version.?
I've added a way to convert specific material classes to CoronaMtls since I didn't want to create a "whitelist" of working Materials for Corona. You can select all material types you want to convert to Default CoronaMtls and press the button ;) I would appreciate if someone with access to the daily builds (+ v0.15 converter) would try it :)

There are a lot of material classes in there which are not exposed to the max UI, like "LockedMaterialWrapper" and "NoMaterial" etc. I tried converting them and it didn't break anything (as far as I can tell ;) ). But I would feel better if some other people would test it.
« Last Edit: 2014-03-07, 12:13:26 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2014-03-07, 12:22:22
Reply #211

romullus

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Is this mean, that if i don't have vray installed, i will still be able to convert vray materials to generic corona ones?
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-03-07, 12:25:58
Reply #212

racoonart

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Not directly, since the script only lists classes which are available in your max version - I get all subclasses from the "material" class. But there is a class called "Missing_Mtl" which may work for exactly those cases. Normally, classes which are unknown to max are listed as Missing_Mtl.

[Edit] Just tested it with some old Arion Scenes and it works :)
« Last Edit: 2014-03-07, 12:45:05 by DeadClown »
Any sufficiently advanced bug is indistinguishable from a feature.

2014-03-07, 12:54:06
Reply #213

romullus

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Great! Should i PM you to get access to v0.15?
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2014-03-07, 12:56:03
Reply #214

Ice_Juice

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Hi, DeadClown. does't work converting Mental Ray lights to Corona Lights, this can be done? in 0.15
« Last Edit: 2014-03-07, 13:07:53 by Ice_Juice »

2014-03-07, 12:59:47
Reply #215

racoonart

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does not work converting Mental Ray lights to Corona Lights, this can be done? in 0.15
It's a material converter, not a lights converter ;)
There is another Script in this sub-forum which does those things.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-03-07, 13:09:00
Reply #216

Ice_Juice

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2014-03-07, 14:11:08
Reply #217

romullus

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Just tried to convert missing material - works like a charm!
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2014-03-12, 11:52:32
Reply #218

catalinabota

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Hello. I am new to corona and to 3ds max also. Could you please tell me where should I put the script for material converter? Or how do I have to install it? Thank you very much.

2014-03-12, 11:54:14
Reply #219

racoonart

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You can put it wherever you want :) just choose "maxscript -> "run script" from the menu bar or drag and drop the script file into any viewport.
Any sufficiently advanced bug is indistinguishable from a feature.

2014-03-12, 14:34:32
Reply #220

antanas

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Or you can make it this way - http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ - it's way easier to work with scripts that way I think :)
Btw, great updates for script functionality - max displacement level was really needed, thanks !

2014-03-13, 19:26:49
Reply #221

fellazb

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Or you can make it this way - http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ - it's way easier to work with scripts that way I think :)
Btw, great updates for script functionality - max displacement level was really needed, thanks !

That made my day, thanks!

2014-03-18, 11:08:36
Reply #222

racoonart

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The converter is now included in the A6 installer. I will, however, keep the download page up to date to provide bug fixings and new functionality.

changelog:
*v.015
  • updated VrayDirt conversion: + radius texmap + inverse switch + same obj only + exclude/include lists
  • fixed a bug when trying to convert a selection of objects without materials
  • added a readme/warning to check materials after conversion
  • emission/self-illumination has been corrected to work with A6
  • added "show maps in viewport" functionality
  • corona prefix option now disabled by default
  • fixed: Vray fresnel ior lock ignored
  • switched to new refraction modes (prior glassmodes)
  • added checkbox for switching the renderer to corona
  • fixed displacement conversion (map amount has been removed)
  • removed VrayMultiSubTex conversion (works with corona now)
  • added proper VrayOverrideMtl conversion
  • added macroscript header, if you uncomment those 2 lines (remove "--") it will be installable as macroscript
  • added statistics about materials in the scene
  • fixed MR_ArchAndDesign diffuse level
  • fixed Vray Absorption: multiplier -> distance is now calculated inverse; absorption will be ignored if fog color == white
  • added Autodesk Materials conversion (Generic + all subsequent mats like Stone, Wood, ...)
  • added Autodesk Bitmap conversion; maps like autodesk tile, autodesk noise etc are not supported
  • added max displacement level functionality + disable displacement maps button
  • added material class -> default CoronaMtl converter
Any sufficiently advanced bug is indistinguishable from a feature.

2014-03-18, 14:54:17
Reply #223

Fibonacci

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Hi,

I would like to say thank you for your really good job!
Holy Corona : the materials is the clue.

2014-03-18, 22:57:03
Reply #224

jjaz82

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DeadClown you are a master...
compliments working perfect