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Universal Material Converter

umc_logo_100
€ 95,59 (€ 79,00 excl VAT) each

Ordering can be done in our online webshop by just following this link. 

All 3ds Max and 3ds Max Design users starting from release 2017 and up who have the need to go to optimized materials for MentalRay, V-Ray, iRay (not iray+!!), Corona, Arnold, FStorm, RedShift and Octane and to VR applications. Also everyone with an Autodesk Suite willing to render faster. The Universal Material Converter (UMC) converts in one click all materials in the scene (or a selection) into the materials for the renderengine of your choice. Converting to Scanline/Standard (or V-Ray) materials gives you the oppertunity to go to Unreal or other Game or VR engines. In short this UMC Script will save you hours of manual labour!




  Universal Material Converter
Who can use it ? 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. Also everyone with an Autodesk Suite willing to render faster.
What does it do ?

The Universal Material Converter converts in one click all scene materials into the materials of the renderengine of your choice.

- conversion to standard materials with support for procedural maps

- conversion to standard materials with bitmap gathering for seemless workflow to Unity/Unreal

- conversion from and to any of these renderers: MentalRay, V-Ray, iRay, Corona, Arnold, ART, FStorm, Octane and standard materials

- 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

- a basic conversion from and to RedShift

Why do I want to use it ? 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. And of course you don't want to manually convert materials which are coming in from AutoCAD, Revit and Inventor into 3ds Max (Design). Also it will allow you to easily switch between renderengines.
Why Standard materials as well ? Most VR applications need Standard materials to work with. The conversion to Scanline/Standard brings along all maps, also procedurals and mix-maps. The procedurals are baked to bitmaps.
Some additional functionality ? Next to the material conversion, the script checks if there are duplicate materials inside the scene. If they are there, they will be changed into instances, keeping the number of materials as low as can be. Also during the conversion textures/maps specific for a renderengine will be converter as good as possible. (ie. VRayDirt will be converted to CoronaAO)
More ?

The script actually corrects some of the bugs from the Autodesk Material Library materials

There is an option to replace all scene materials with materials from your own saved matlib. Based on material name.

Is the conversion 1 on 1 ? No, as this is impossible because materials have different characteristics, but accuracy is more than 95%

  How does it work ?
rollout1 The General Conversion Settings rollout gives you the options to convert your materials with one click to the type of materials you need, either for a selection of objects or all of the objects inside the scene.  The dropdown list for the material conversion options is filled based upon the renderengines which you might have installed. 
The whole conversion process is bi-directional, meaning you could for instance convert to V-Ray materials but also back to V-Ray materials if needed. Other options here are to save your settings of the script, or load them, if settings have been saved before, saving you extra time setting up the script-options.
UMC 02

In the Material Options rollout, you can influence how materials are converted. Here you have the option to load your own material library to convert to (based on material name), check if duplicate materials should become instances, whether materials should be skipped when they are the same as you are converting to. For example when you have a scene with different material types from different renderers, and you want to convert to V-Ray, all existing V-Ray materials can be skipped, saving conversion time!

When incompatible materials are found, you have the option to  keep them or to replace them with a default material with a color that can be set. Also options to override dispersion, subdivs (depr.), BRDF type are available. And finally, when converting to Scanline for export to a game-engine, there are options to convert the diffuse color to a bitmap, to make sure it stays the correct color, and to choose VR Mode, which will only convert to materials supported by the game-engines or FBX export. 

UMC 03

In the Texture options rollout you can choose what to do with specific cases. For example if incompatible textures should be removed (default) or left in place.

And sometimes you will have the option to bake procedural textures to bitmaps and set the folder to save all textures too. This is especially meant for exports to game-engines.

rollout2 The last rollout gives you Thanks to info, support info and the email needed to request your license file

  Some conversion results
revit adskmatlib revit ad revit standard revit vray1
Original Revit File with Autodesk Material Library materials After conversion to Arch & Design materials After conversion to Standard Materials Conversion from Autodesk material Library materials to V-Ray materials (looks a bit different as Vray lights and exposure is used to render)
inv adsk inv and inv std inv vray1
Original Inventor File with Autodesk Material Library materials After conversion to Arch & Design materials After conversion to Standard Materials. Some differences in the reflections as no Raytracing is supported to ensure a safe export to several VR-engines Conversion from Autodesk material Library materials to V-Ray materials (looks a bit different as Vray lights and exposure is used to render)
acad adsk acad and acad std acad vray
Original AutoCAD File with Autodesk Material Library materials After conversion to Arch & Design materials After conversion to Standard Materials. Some differences in the reflections as no Raytracing is supported to ensure a safe export to several VR-engines Conversion from Autodesk material Library materials to V-Ray materials (looks a bit different as Vray lights and exposure is used to render)



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All orders placed in our webshop and license requests for the UMC script, will be processed manually during office hours (8:30 - 17:00 GMT+1). Thank you for your understanding.

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