Render to Texture, then Export with Standard (not VRayMtl) Materials

Hi,

I have numerous files that I need to bake / Render to Texture. It’s a pretty basic file (arch interior viz).

The issue is that I need to export the baked model/textures to Lightwave 9.6. To do this, my exporter needs the RTT-created maps (VRayCompleteMaps) to be “Standard” materials, not “VRayMtl” (the exporter doesn’t know what to do with materials that aren’t native to 3ds max.

Is there a simple (automated) way to get the VRayCompleteMap to be part of a “Standard” material (and keep all of the mapping info)?

In case it matters, I’m using 3ds max 2009 and V-Ray Adv. 1.50.SP4a.

Thanks for any help you can offer!
       Tim

When you do the texture baking, you can specify that “Shell” materials be created for the baked objects. You can specify the “viewport” material to be a standard material, and you can specify that the baked map should go into the “Self-illumination” slot (or another slot if you need it).

Best regards,
Vlado

Hi Vlado,

Thanks for the quick reply.

I may have been unclear about what I mean. I need a “Standard” 3ds max material in the “Baked Material” place in the Shell Material Parameters. When I use the RTT with VRayCompleteMap, it gives me a VRayMtl in the Shell Material Parameters.

Is there an automated way to do this?

Thanks,
        Tim

I’ve had some luck using RTT; although there were some gamma issues. You’re limited to grayscale with the 30-day demo, but since I only wanted lightmaps it worked out well enough. It was a really quick mock up of a police processing area using Unity.

Was perfectly clear :slight_smile: Like I said, in the RTT dialog, you can specify what kind of material to be created as the baked material and which slot the map should go into.

Best regards,
Vlado