Shift+T will get you to your asset tracking and you can see if you are missing any maps. May just need to point the maps to the correct path. Also check if you don't accidentally have an override material on your scene....and yes check correct camera exposure as Scott suggested.
by the way, all materials can be seen on my screen before render...And I've read that "If it have already been instaled, you have to in the control panel, add/remove programs and change the 3dsmax install to remove the vault plugin.", so I removed the Vault plugin and now there is not the "unknown status" there.Even though materials are missing again....ouffff...
thanks for the directions...the result is that now I can see the old project rendered with the materials, but the new merged one again white (as you can see from the attached image here)...any suggestion for my merged project? Thanks again.
so the result up to now is that following your image Ismael I could have my background revealed with textures. Then the new merged file can have textures but I have to insert them again on each item...let you know with final drawings..until then a big thank you to all of you!!!!!
About multiscatter...I am going to search it, I am pretty new to vray and some 3ds max parametres...soon I will show how my project proceeds thanks to your help and my patience to find out what you are talking about when you support me with your advice
I have same problem. I have huge 3ds max vray model/material archive. Our studio try to use these models in blender. But we cant found correct way to converter 3dsmax vray to blender. Models are good but materials are not correct. Do you know any workflow to converting? We try maxtoblender addon, bmax addon. fbx exporting etc. no proper solution yet.
I just convert Vray materials to Standard materials in Max and then export the scene like fbx.
The materials need tweaking but at least this way maps are connected properly. (Unless there are some special maps connected directly to the slot, like color correct). But you are correct, there is no proper solution which would convert correctly Vray materials to Cycles materials.
I basically rewrote all the mayor parts of this script. This is not an easy task to handle properly many of the VRay production features into Blender and Cycles. Lights has to handle IES, spot, area, point, and HDRI and power intensity is very different, Materials in VRay have many important difference compare to Cycles from diffuse, metallic, reflection, refraction, opacity and PBR. Their also cameras, environment and FBX importer issues.
I took me about 3 months to finally have an importer for VRay 3dsmax production type archviz scenes. See below an example of an Evermotion scene AI-50. This scene has over 100+ lights, 200+ materials and 800+ textures. Did some minor material adjustments and adjusted the light intensities. I did change the tone-mapping and light intensities for my own preference. Export time of 1 minute and the same for the import. My custom script save me days of manual work in converting this scene. Render time for both were about 1min and 20sec.
As you notice the import part of MaxToBlender addon is in poor state that is the one that complete rewrote for production fixing all issues and added important functionality for Vray production scenes.
Fastest solution i found bmax. After importing blender manualy fix materials. If model have too many materials like plants grass try lime exporter plugin for 3dsmax to lumion converter. Its create fbx file and only diffuse maps. (I think fbx doesnt support pbr system.) ı research babylon.js its have pbr support gltf 2.0 exporter. I was try write my own script but cant figureout because fixing materials straight forward. I can be tester for your script if you want.
PBR import does work for FBX. I tested with some Evermotion FBX scenes with PBR and it works. I have other tips and issues that I discover when importing from V-Ray that I added on another thread see link ArchViz from V-Ray to Cycles (with tips).
Wow how can i miss this thread ! I have maxtoblender. I dont know what problem is but materials always have problem when import the blender. (You mention this problem importer part of addon is have lot of bug ) do you consider sharing your fixed script? it solves my many problems also love your eevee cycles scene jobs!
I have made my texturing in substance painter by using metal roughness workflow. Then I exported my textures with "Vray" config. So I got "diffuse", "glosiness", and "reflection" maps. My object has some metallic parts and because of that my "diffuse" map becomed black on those parts that were metallic. At first I was very confused why this is happened, because previously I used "metal roughness" config and it was exporting not "Diffuse" but "Base Color" map and on the "Base color" map the metallic parts of the object dont become black. But then I googled it and its turned out that this is not a bug but an expected behaviour (probably to confuse as much people as posssible). But anyways my question is what am I suppose to do now with this Diffuse map that has the black color in the places which supposed to be metallic and not the black! How do I setup this in the 3dsmax in vray correctly now? So i have this wrong "diffuse" map and also i have "glosiness" and "reflection" map. How do i connect them to the VRayMtl node so that my metallic parts of the object will become metallic (not black) and not just metallic but also have that nice flakes of that metalic material that was used by me in Substance painter? Thanks
It seams like I should also use IOR map and it defines where the metalic parts of the object are. Strange. I thought that IOR maps are only used when dealing with water or glass materials. So still confused why I whould use IOR map to define where the metal parts are. Will try to find more info about it.
Hi @rfollett, For your brightness problem I would leave lighting multipliers at normal and adjust scene brightness using the physical camera settings. Once you have the scene lighting more balanced with the right camera settings, then you can tweak specific lights that are causing nasty reflections etc. but it sounds like you are using a single sun system.
Also remember that Rhino Sun and Vray sun are not the same thing, although Vray can make use of the Rhino sun.
Also, if you delete or disable the vray sun then vray will use the default Rhino lighting in the scene.
Check how many suns are in your scene under the lighting tab and disable the rhino sun. Overbright scene can also be the result of a double sun setup. Try changing your vray sun direction and see if the shadow directions etc. are effected. If not then you probably have the Rhino sun in there too.
well physical camera can be pain if your not familiar with basics of real life photography (aperature, f-stop etc). also bare in mind that vray lights behave diferentlly when using P-camera. im guessing you placed a camera in front of the glass, so you should check your refraction subbdivision for the glass, (take it up to 20 or so), post your gi settings (light cashe and iridiance map settings). and if your getting good resaults with normal camera i see no reason to bother with physical camera, it does give you more freedom but as said if your not verry good with real life photography it just adds more complications to your rendering setup. cheers
you are right that I put a camera in front of the glass, but I did everything you said for glass before I read your reply. I think that made glass with wrong reflection and refraction setting like (IOR , color selector
[*] All Autodesk 3ds Max supported Bitmap Texture types
[*] Corona, VRay, FStorm, Mental Ray, IRay supported
[*] (new) Relinks Mental Ray Proxy files
[*] (new) Relinks VRay Proxies (.vrmesh)
[*] (new) Relinks VRayHDRI files
[*] (new) Relinks IES files (including VRayIES files)
[*] 250% speed increase from previous versions
[*] Command-line mode available for automating repetitive tasks (see documentation on the website)
[*] Configurable default user options saving button clicks and wasted time
Hello! Everybody in our office who upgraded to 2023 and is using Relink Bitmaps is having a problem where the RelinkBitmaps triggers the "missing bitmap" for EVERY SINGLE BITMAP in the scene. Even if the bitmap is in a path added to "external files" in 3ds max. The native 3ds max asset tracker (shift+t), finds the bitmaps (all set as "found") but the relink bitmaps are saying that they're missing. Is there a fix to that? cause we rely a lot on RB and at this point, we don't know which maps were and weren't actually found. We need to check on the pre-historic asset tracker
I've just released a new version on my site with 2022 support. It'll take a couple days for the Autodesk folks to make a new installer, for now you can download it directly on my site and manually install it (make sure to uninstall the previous version). -bitmaps/
Did you use the Autodesk installer or the .mzp file available on my site? I use max 2021 semi-regularly and have no issues with Relink Bitmaps in it. Feel free to email me if you'd like to get it sorted out.It'd be helpful if I know what part doesn't work with 2021. Does it not pop up on your screen? Does it not relink a type of bitmap? Does it not relink any of the bitmaps?
I've just released a new version on my site with 2021-2022 support. It'll take a couple days for the Autodesk folks to make a new installer, for now you can download it directly on my site and manually install it (make sure to uninstall the previous version). -bitmaps/
Hi, I'm sorry it's not working for you. I've tested it with Max 2021 and it works fine. Is there any more information you can provide for what is happening when you launch the script with "Exchange Store->Relink Bitmaps"?
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