Hello!
It would be cool if it just needs images dragged into texture slots , and a untility let it can be convert to standard VrayMtl .
I don’t understand the request.
The VrayMtl *is* PBR compliant.
You want a unity shader converter?
Sort of , yes , like 3dsmax has a build-in [ PBR Material ] , It’s says “Implemented as a scripted wrapper to Physical Material.” ,
I mean , a V-Ray verison, one material holds all images , easy to build , no Normalmap or AO comp node , color space settings needed.
when you want to modify it , it shall be able to convert to VrayMtl , a converter will helpful.
Scripted plugins are evil, i surely won’t write an encapsulation of the vraymtl to simplify what’s already as simple as it gets. ![]()
Conversion to the delegate is also manual, nowhere implicit, and rife with potential issues.
You’re better off using the AD one, convert it to physical (they provide for the conversion to its delegate, right?), and then use the scene converter.
Thank you for reply, I understand. Stay away from evil all time …:twisted:
Thank you, these tools are handy, yes
Not *all* the time, there are necessary evils, unfortunately.
A scripted material plugin, however, is truly the wrong way about it, I feel.
The script would need to be loaded on any install that had to open the file, otherwise the plugin class wouldn’t read, and *all* the data connected to the shader would be skipped.
Given the relevant channels are all already inside the vrayMtl, the plugin would duplicate (some of) the original UI and UI names (diffuse, reflection), to no benefit whatsoever.
Moreover, it’d have the user locked into the encapsulation, as there is no direct method that i know of able to extract the plugin into its costituent delegate shader (in other words, it won’t automatically default to the original class if the plugin was not found.).
As pointed out, it’s better to have a scripted loader that plugs the relevant maps into the correct vrayMtl channels, so no class-breaking shenanigans can happen.
The linked, free addon from poliigon seems to do a decent job, going about it the right way.
That make sense, a script material brings so many problem , that 's unnecessary .
The poliigon’s addon is good enough to use.
Thank you for detailed explaining!8)
​
[ sory, double post ]
That’s for use in translation to standalone, though.
UI may or may not be pretty and/or functional.
? Why not just use Max one. VRay will convert to VRayMtl under the hood in anyway.
