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Material Converter from Cycles

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  • Material Converter from Cycles

    For some time now, I've been working on a converter from Cycles to other render engines. After the recent release of V-ray, I decided to add an implementation for this engine as well.

    Today I released the 7th update, which includes, among other things, the transfer of Displacement. I wouldn't want this to be just a converter, but a tool that makes it easy to create materials as well, so the module for V-ray couldn't miss the ability to import textures.

    I also recorded a video where I go through the conversion process for different engines, including V-ray, because each of these engines has its own quirks. This is probably the second video I've ever made, and English is not my native language, so I apologize in advance for any mistakes.

    Below is the Video:

    https://youtu.be/Uzo5Lt5iRwo?si=57PN_qvj3isZiSbA

    Here is the link to download the current version of the addon:

    Releases · zorianpl/Material_Converter_Main

    And here is the Changelog which mostly affected V-ray:

    General:
    • Improved all scripts.
    • Detecting Bump Node from Cycles Nodes
    • Added two new premium modules for other render engines:
    • Convert all materials in the scene to Octane or V-ray: (Importantly, if it detects that a material already has the appropriate nodes for that engine, it will skip to the next one.)
    • Convert material in selected object for Octane and V-ray: (Importantly, if it detects that a material already has the appropriate nodes for that engine, it will skip to the next one.)


    V-ray:
    • Added Displacement option.
    • Added Color to Float node, if after conversion we get a connection from Color Socket to Float socket.
    • Transferred Displacement value from Cycles node to V-ray node.
    • Resolution setting: either by reading the resolution of the used texture or setting from preferences.
    • If the imported texture is Roughness, it is automatically inverted, so there is no need for an invert node.
    • If we have a Glossiness texture in Cycles, the invert node is skipped during conversion.
    • If the texture is of non-color type in Cycles, then during conversion the V-ray texture gets Gamma corrected value to 1.0, Auto at least in my case did not work.
    • During conversion, it reads what space the Normal node has and transfers it to the V-ray material.
    ​I was unable to find funding for this project, so I decided to use Patreon, to which I refer anyone who would be willing to provide financial support: Adam Zorian Blender | Patreon


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