Help converting Vray mat back to MAX mat...

Hi,

I have a max scene with all its materials converted to Vray materials.
I would like to convert back all those Vray materials to standard max material (at least when in the VRay diffuse slot a map is present then change the material to standard max and assign the map to the diffuse slot).

My big problem is that the scene has 287 maps and so… 287 materials.
It will took me days if I try to do it by hand :cry:

I think that a max script could easily do this automaticaly, but I dont know anything about it :cry:

Can someone help please?

Thanks.

http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=3000&highlight=material+converter

I think it will go backwards his old one did.

Yep it goes backwards and a few othe directions :slight_smile:

Hi RErender,

Thanks for the link but I have some probleme using it.

When I apply the converter to a VRay mat, it successfuly becomes a standard max mat BUT the bitmap isnt present in the diffuse slot :cry:

Does it work for you?

Thanks

Never tried it, why would one ever go back to scanline? :stuck_out_tongue:

If you still need it maybe this one will work http://www.cgtechniques.com/~upload/chris/maxscript/vray\_mc\_9.zip I am afraid though that the problem comes from the changes in the vraymat since these were written.

edit - I tested both of them, the first one did convert the material but it didn’t apply the standard mat. vray_mc_9 worked as expected :slight_smile:

one script is the library where you can change how the script is converting materials :wink:

there have been changes to the materialparameters and i haven’t tested the old script with it now, but i suggest you to use the single converter and not the batchconverter, which never works flawless.

The singleconverter works even with multisubmaterials and convert much more accurate.

btw, some builds of vray have a lost the maxscript materialparameters.

Some of the material max script parameters had duplicates that caused all sorts of problems in earlier build. This was fixed in the J build.