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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Vray to MtoA automatic conversion

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Message 1 of 4
john.paul.giancarlo
410 Views, 3 Replies

Vray to MtoA automatic conversion

Hello, I was wondering if anyone knows a good script to convert Vray shaders to Arnold.
I have tried the script in the utilities menu but it does not convert the shaders correctly, a lot of Vray nodes, remain connected, and other wont convert to its counterpart, .. The VrayTriplanar node, fall off noses, etc.. .see image bellow

2742-vray-convertionfail.jpg

I am not even sure what would be the best node to change for a VrayFalloff, I think aiFacingRatio is similar in results but not the same at all.

If anyone knows a good workflow, or script would be highly appreciated.


I am looking into writing a script but appreciate the complexity of this and that it would take a lot of time to finish correctly.

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Message 2 of 4

I'm not too familiar with V-Ray shaders but it looks like the VrayFalloff is a dirty hack for fresnel? You shouldn't have to worry about that with Standard Surface. What was it connected to?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 4

There actually is a VrayFresnel as well. VrayFalloff provides the same Front/Side but allowsfor differing falloff types such as Towards/Away, Perpendicular/parallel, Fresnel and Distance Blend. It allows provides access to camera, local, and world axis directions all within the VrayFalloff node.

Message 4 of 4

You could also use the aiStateVector node to get access to position, world and so on, like within the VrayFalloff

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