What is the reason that the resulting .mat file is much smaller after running the script? (3.6mb vs. 2.4mb)
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Tool to update old material libraries to v6 standards
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I don't quite know.
The methods i use are Max's own (i.e. saveMaterialLibrary).
If the materials are all there, then it's possibly because of versioning the file up (assuming the format got more efficient.).
If they aren't, then perhaps there is some error in my code, and i'd love to have said matlib (no textures needed).Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Run the attached script.Attached FilesLele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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Any chance of converting old normalmap maps to vraynormal maps too?
And perhaps setting the bump amount to 100, taking whatever that number was, dividing by 100, and using that as the normal map strength in the newly created vraynormal map?
Or are we getting a bit too involved here?
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Eh, touching map influences and such gets sketchy quickly, but if it's the same thing the standard scene converter does (i.e. from legacy max to v-ray), i can likely add it in without too much worry.
I'll look into this in the coming week.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Quick feedback: Seems to break when there's a map in a .mat
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mh, thanks for the report, will fix this.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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It's fixed, v006 has been updated in the OP.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostIt's fixed, v006 has been updated in the OP.
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You're welcome.
Notice that lone bitmaps in material libraries will be skipped, however, for conversion to vrayBitmap.
I'm trying to think of a good way to process them, but hopefully skipping them isn't an issue.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Script version 0.07 adds the resetting of map coordinates' blur to 1.0 (only works on Max files treated as scenes. Won't touch matlibs.), and also turns on the new anisotropy model along with Energy conservation (the highlight will not turns into anisotropic, however.).
There is also a fix for a potential corner-case bug (that was not reported, however.).
Script and screenshots have been updated in the OP.Last edited by ^Lele^; 29-11-2022, 05:01 AM.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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Originally posted by ^Lele^ View PostScript version 0.07 adds the resetting of map coordinates' blur to 1.0 (only works on Max files treated as scenes. Won't touch matlibs.), and also turns on the new anisotropy model along with Energy conservation (the highlight will not turns into anisotropic, however.).
There is also a fix for a potential corner-case bug (that was not reported, however.).
Script and screenshots have been updated in the OP.
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It is the default for newly created vrayMtl, yes (that's why is UI-less).
It's superior to the old one (this one is physically accurate, and works for the whole GTR BRDF), for analogous performance, so i wouldn't bother with the old at all.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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