If they are there, they will be changed into instances, keeping the number of materials as low as can be. Next to the material conversion, the script checks if there are duplicate materials inside the scene. The conversion to Scanline/Standard brings along all maps, also procedurals and mix-maps. Most VR applications need Standard materials to work with. Also it will allow you to easily switch between renderengines. And of course you don't want to manually convert materials which are coming in from AutoCAD, Revit and Inventor into 3ds Max (Design). The major advantage will be an increase in rendering speed (on average 35%) plus it will give you the flexibility you need for your material fine tuning. a basic conversion from and to RedShift conversion from Redshift and Autodesk Materials (any material in the Autodesk Material Library) to any of these renderers: MentalRay, V-Ray, iRay, Corona, Arnold, ART, FStorm, Octane and standard materials conversion from and to any of these renderers: MentalRay, V-Ray, iRay, Corona, Arnold, ART, FStorm, Octane and standard materials conversion to standard materials with bitmap gathering for seemless workflow to Unity/Unreal conversion to standard materials with support for procedural maps The Universal Material Converter converts in one click all scene materials into the materials of the renderengine of your choice. Also everyone with an Autodesk Suite willing to render faster. All 3ds Max and 3ds Max Design users starting from release 2017 and up who have the need to go to optimized materials for mental ray, V-Ray, Corona, Arnold and to VR applications.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2022
Categories |