I just had a look at the mayaToCorona coronaSurface material. I only could find exact two attributes which did not match the defaults, IOR and Reflection Fresnes IOR. Did you find more?
Hi Haggi, here is the list to what I noticed (a lot of what I wrote is obvious and you already mentioned diffuse/reflection and refraction levels needed integrating);
Missing diffuse level input (by default 1) and diffuse color should be 128 128 128
Translucency swatch should be default 255 255 255
Alpha “mode” should be moved to under “advanced options”
Technically Round Corners should also be under “advanced options” but it may actually work as is! :) 3DS Max also has it indicating that it uses millimeters as a radius which it might be useful to have maya using cms.
Reflection swatch should be default 255 255 255
BRDF options are hidden in 3DS Max, but they are present in Maya
Missing reflectivity level input (by default 0)
Fresnel should have a default of 1.52
Anisotropy should be default of 0
Refractivity swatch should be default 255 255 255
Missing refractivity level input (by default 0)
refraction index default should be 1.52
In 3DS Max there are options for “caustics” (off by default) and “thin (no refraction)” off by default. Is this referred to as “glass mode” in Maya?
3DS Max has coronaLightMtl and coronaVolumeMtl instead of Volume rollout and Emission rollout (already mentioned in this thread).
3DS Max has an absorption rollout with distance (millimeters) and color parameters. The default of the color parameter is 128 128 128
Missing under the advanced rollout is an “enviro portal” check box and “invisible in masks” check box. Also G-Buffer ID override. I think Maya handles it differently with the "enviro portal" being on the shape node as an attribute - I think this makes more sense (how you have it already) than a material to be honest!
I also found more bugs, so I'll add to the bugs section as this is not the thread for it.