Hi I'm having a small issue with a workflow / script i'm writing.
The Situation:
@ work I've made some 3DsMax shaders that I would like to send to Maya.
What I normally do is the following:
1. I open a 3DsMax Scene with some Vray Shaders in it. I then right button click in the viewport in 3DsMax and choose the .vrscene exporter.
2. I Export the scene.
3. Back in Maya I go to /Create/Vray/Import V-Ray Material from File.
4. I choose the file that has been exported and Import All Shaders.
5. Maya Imports the Shader(s) as a VrayPluginNodeMTL
Untill now everything works exactly as i want it.
6. But I personally would like the VrayPluginNodeMtl to be a normal Maya VrayMTL. (I don't know if there is an easy way to do this, so if anybody has a good idea?). So for now I thought of writing a converter that converts this VrayPluginNodeMTL to a Maya VrayMTL.
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In the basis the script checks the attributes of the VrayPluginNodeMtl and creates a new VrayMTL and puts those values in the correct corresponding attribute slots.
(It also automatically creates a correct linear workflow for all the necessary inputs / swatches. And removes unnecessary vrayPlugin nodes to get to most clean shader network. Removes Filtering from bitmaps. Stuff like that.)
----------------------------------------------------
7. Now when I Execute the script I'm left with a normal clean VrayMTL.
8. But here is the problem, @ step 5. There are 9 Attributes that are not exported from 3DsMax. In to the VrayPluginNodeMtl, So the script is also not able to transfer them to my new VrayMTL.
These are the attributes that are not coming over from 3DsMax:
--> Highlight Glossiness is not being send over
--> Reflec. Glossiness is not being send over (This is the most important one)
--> Anisotropy is not being send
--> Rotation (Anisotropy) is not being send
--> Use reflection Interpolation is not working
--> Use refraction Interpolation is not working
--> Min Rate Max Rate not working
--> Normal Treshold is not being send
--> Interpolation Samples is not being send.
If there is anyone that can try this on their system, and see if they do receive these 9 Attributes. When sending over Vray Materials from Max to Maya.
Or if it's a bug? (The only thing you need to do, is adjust the values of these attributes to something that isn't the default and export the vray scene and import it in Maya and see if the value you just entered is being send over)
I also took a look at using the the VRayVRmat and the using the VRmat editor but it doesnt work in Maya 2015, and I personally don't think it's able of creating a clean basic Maya Vray Material.
(But please if there is a way to do kind of the same, any other ideas, or things that i have missed... please tell me)
I hope i've made myself clear in what i'm trying to do. If I missed anything or if there are any questions please don't hesitate to ask.
(@home I've tried importing with Vray for Maya 3.0 and 3.1 in Windows 8.1.)
The Situation:
@ work I've made some 3DsMax shaders that I would like to send to Maya.
What I normally do is the following:
1. I open a 3DsMax Scene with some Vray Shaders in it. I then right button click in the viewport in 3DsMax and choose the .vrscene exporter.
2. I Export the scene.
3. Back in Maya I go to /Create/Vray/Import V-Ray Material from File.
4. I choose the file that has been exported and Import All Shaders.
5. Maya Imports the Shader(s) as a VrayPluginNodeMTL
Untill now everything works exactly as i want it.
6. But I personally would like the VrayPluginNodeMtl to be a normal Maya VrayMTL. (I don't know if there is an easy way to do this, so if anybody has a good idea?). So for now I thought of writing a converter that converts this VrayPluginNodeMTL to a Maya VrayMTL.
----------------------------------------------------
In the basis the script checks the attributes of the VrayPluginNodeMtl and creates a new VrayMTL and puts those values in the correct corresponding attribute slots.
(It also automatically creates a correct linear workflow for all the necessary inputs / swatches. And removes unnecessary vrayPlugin nodes to get to most clean shader network. Removes Filtering from bitmaps. Stuff like that.)
----------------------------------------------------
7. Now when I Execute the script I'm left with a normal clean VrayMTL.
8. But here is the problem, @ step 5. There are 9 Attributes that are not exported from 3DsMax. In to the VrayPluginNodeMtl, So the script is also not able to transfer them to my new VrayMTL.
These are the attributes that are not coming over from 3DsMax:
--> Highlight Glossiness is not being send over
--> Reflec. Glossiness is not being send over (This is the most important one)
--> Anisotropy is not being send
--> Rotation (Anisotropy) is not being send
--> Use reflection Interpolation is not working
--> Use refraction Interpolation is not working
--> Min Rate Max Rate not working
--> Normal Treshold is not being send
--> Interpolation Samples is not being send.
If there is anyone that can try this on their system, and see if they do receive these 9 Attributes. When sending over Vray Materials from Max to Maya.
Or if it's a bug? (The only thing you need to do, is adjust the values of these attributes to something that isn't the default and export the vray scene and import it in Maya and see if the value you just entered is being send over)
I also took a look at using the the VRayVRmat and the using the VRmat editor but it doesnt work in Maya 2015, and I personally don't think it's able of creating a clean basic Maya Vray Material.
(But please if there is a way to do kind of the same, any other ideas, or things that i have missed... please tell me)
I hope i've made myself clear in what i'm trying to do. If I missed anything or if there are any questions please don't hesitate to ask.
(@home I've tried importing with Vray for Maya 3.0 and 3.1 in Windows 8.1.)
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