Gtools_Maxwell_Converter Script:
Requires: 3DMax 2008, Maxwell, Vray
Version: 1.00
What it does :
the script its on it initial stage so please let me know any issues you might find.
the idea for creating this script was that wile vray its very fast, it just takes a lot of time tweaking stuff to get it just right. on the other hand Maxwell takes forever to render but having the materials already done its just a mater of assigning them and you are done. this were the script comes handy, you can start a vray project and use the predefined names that the script can use to create default materials or you can have a scene already in vray and the script will try to convert everything, from lights, maps, textures, etc. so you don't have to tweak much in maxwell just run the script, run the simulation with multilight and play with the lights, then you can go back to vray and tweak you lights to match the Maxwell render.
Information
VrayLights to Maxwell Emitters:
this will search for VrayLights and create a plane with the name, color, size and location of each light and create a maxwell emitter material. if the lights are instances it will crate a single object from it, so you don't end with 150 lights on multilight.
LightGeometry to Emitter:
most people model fixtures with subobject materials, this is fine on every render but maxwell, on maxwell if you have a multisub material with an emitter material in it, it will crash. so the scripts will search for objects that have VrayLight material applied to, then it will detach the face that have a vraymaterial, creating a new object with a maxwell emitter materials, as before if they were instances it will create one object per material to avoid having too many lights on multilight.
Convert Procedurals Textures:
this will convert the following maps to bitmaps.
ColorCorrect, AF_Color Correct, Mix, Bricks, Cellular, Checkers, Dent, Gradient, Gradient Ramp, Noise, Mask, Smoke, Speckle, Stucco, wood.
its important to click on O. to set the resolution of the bitmaps and location.
Convert Unsupported Textures:
this will convert .gif, .psd and .bmp to png files.
Convert Materials:
this will convert all materials to Maxwell.
if you choose to use the naming convention from this images.

then all the script is going to see from you vray materials are the names and textures, but will use all the settings from the maxwell material files.
also if you have a 32 bit bitmap on the opacity channel, the script will extract the alpha channel and create a jpg from it.
this is a work in progress as vray and maxwell are quit diferent but i´m trying to match them as much as possible. if you find something that is way off please let me know.
Set Diffuse Color from Map:
when i´m doing test renders i like to see the lighting with out bitmaps but i like to see the color of the bitmaps, by checking this the diffuse color will be get from the average color of the diffuse map.
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