hi, i have a legacy .max file that was setup for vray. Each of the materials has _NM , _reflect , _reflect_gl , _Glossiness , _Diffuse , _Ior , _reflection , _Color , _ReflectGloss , _Refraction . I inherited this file, so not sure whats what. Some are obvious (_NM goes to Normal, Diffuse -> Base Color) but what about the rest? Is Glossiness -> Specular or Roughness? I'm creating Arnold Standard Surface materials and trying to figure out where to plug each thing in and it's not at all obvious. Maybe this is documented somewhere, but i can't find it. Any help appreciated.
Thanks Michiel, any guesses to the others? what about good old-fashioned "reflection map" or "cube map" for reflective surfaces?
Download this script:
http://www.scriptspot.com/3ds-max/scripts/material-converter-1-xx
Assuming that you have installed vray.
Convert everything to scanline or mental ray.
Then with arnold rendered enabled, go to scene converter and
convert everyting to arnold or art renderer.
Reflection map should go in the specular.
I don't think there is a cubemap option in the material. It uses the environment/skydome to reflect.
But you could fake that also if you really want that.
right, thanks Petros. I know about the script but no longer have my vray license..figured i would just do it 'by hand' (and learn something in the process) but maybe that's futile....
Hi Jason!
Diffuse to Base color
Reflection to specular
Glossines with invert node to Roughness
Normal with bump2d node to Bump
Refraction to Transmission
Try to read Help, all parameter have description
https://support.solidangle.com/display/A5AFMUG/Base
https://support.solidangle.com/display/A5AF3DSUG/Basic+Parameters
thanks Slava...i've been over those docs and i get what the paramaters are in-and-of-themselves, but when each new renderer renames things, its not always clear how they map exactly...someone should make a Google Sheet...maybe i will. Thanks again.