[How To Install Vray Material Converter Calculator

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Jamar Lizarraga

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Jun 12, 2024, 9:18:18 PM6/12/24
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ScriptSpot is a diverse online community of artists and developers who come together to find and share scripts that empower their creativity with 3ds Max. Our users come from all parts of the world and work in everything from visual effects to gaming, architecture, students or hobbyists.

A set of tools to aid in the daily VRay work.

Updated to install with Max 2014.
WARNING: there is NO guarantee than any of the tools will work as intended, that they won't break your scenes in dramatic fashion, or skin your cat while you aren't looking.
This update comes purely because i needed the Physcam Autofocus for a personal test, and noticed they didn't install or run.
Having lost the source code for the encrypted parts, all i could do was to patch fix the (very ugly, with hindsight) installer and individual script launchers.
At least the autofocus routines still work in vray 3.0.
Feel free to let me know of issues, but also know that without a complete rewrite (quite unlikely), the fixes won't be forthcoming.

How To Install Vray Material Converter Calculator


DOWNLOADhttps://t.co/w9cMywoOC8



The installer from V. 1.4ss - SP2 onward now has an option to automatically add the scripts to a ctrl+shift+alt quadmenu.
Notice it should append the scripts to whatever is already in the quadmenu (nothing, by default).
Please report any odd behavior, or undesired effect: it's a first attempt at the code, and may contain issues.

Anything to Physcam v.1.4: converts max standard cameras and viewports to VRay Physical Cameras, along with FoV animation.V.1.4 corrects a bug with camera views conversion, copies across clipping planes' ranges , and allows for individual camera naming at creation, rather than later by hand.

Physcam Auto-Focus:Finds the closest object surface directly in front of the camera, and focuses the VRay Physical Camera to it.
Added DoF Preview rendering (near-realtime) for Physical Cameras which have been created with the Physcam Converter Script (so physical cameras parented to, and overlapping perfectly, a standard one) .
The function works only under Max2008, due to the fact that previos viewport grabbing methods would refresh the framebuffer before grabbing, losing the DoF effect. Implementation for earlier versions is possible and under study.
A drawback of the new grabbing method, though, is that you'll have to have the current viewport (the one selected just before pressing the script button, any viewport will do.) free of dialog boxes and such, as the grab will read from video memory and grab those as well.
For this reason, the script now pops up in the BOTTOM RIGHT CORNER of your screen, away from what's normally the camera view.
Please note that the preview is NOT accurate as to the Physcam. It's just meant as a visual queue to understand where the camera has focused.

VRay Realtime Sky V.1.01: Allows realtime update of the VRay sky in viewport, through any change of sun position or parameter. Changes the Sun intensity for DISPLAY ONLY, not at rendertime, to allow for sky visibility without a Physical camera exposure. IMPORTANT NOTE: it's strongly suggested to keep the Background Texture Size at something like 256 in the vieport driver preferences to obtain optimal realtime performance. If updates seem sluggish, slow, or impossible, that's what you want to change.
Updated the to refresh the viewport as soon as it's activated, and changed the viewport-only multiplier to 0.02 to better reflect the default Physcam camera exposure for the new Vray Sun and Sky models.

VRay rendertime infos 1.2: Shows some useful settings while vray is rendering, to allow for easy troubleshooting of scenes that seem to render for "too long", without interrupting the rendering phase Now with material interpolation min/max settings.Added in some GI options (don't render final image, GI modes and so on)

Unpack the rar file into a temp folder, and RUN (it's not an i-drop package. use "maxscript->run script") main_installer.ms.
Check/uncheck what scripts you want installed, choose to deep-delete old files if you're on max 9 (useless in max 8), and press the install button.
You'll then find them into the "Customize->CustomizeUI->Lele's
VRay Tools" category, and will be able to assign them to a menu, a
button, a quadmenu or a keyboard shortcut.

Remember to save the UI configuration after you've done so, so to preserve the assignments on the next max run.

The scripts are released as donationware: if you like them, and/or use them for a commercial production, make sure you get the "i'm feeling generous" mood going, and drop a symbolic donation at the provided email address on paypal.

Hi,
Thank you for the LightMonkey script, very usefull although it would be nice to have it work for regular 3dsmax lights too.
I have a problem: even though I saved the UI using the "Save custom UI scheme" option, I have to run the installer each time I run 3dsmax otherwise I can no longer use your scripts (I created a toolbar for LightMonkey and it is greyed out).
Any idea for what I have to do ?
Thank you in advance,

Q1 materials: i have imported model 1 and changed materials in D5 (the red ceiling in this example). after a while i get another model and import it as model 2. is there a possibility that all materials applied to model 1 are automatically applied to model 2 (having the same material name of course) or must that be done manually for every material?

but after reload the model moves, because the center of the whole skp-model stays at the same place. it would be better when the origin of the skp-file coordinate system would be used as center point when reloading, independent of the dimension.

Causes of the problem: The coordinate system of the model imported into D5 is defaulted to point A at the bottom centre of the model, if the overall boundingbox of the model is changed before and after replacement, the position of the coordinate axes will be changed after recalculation (point B), and misalignment will occur.

hmm, not so good news. as i mentioned earlier i get the models mostly from other people (also from other companies) working with different versions of archicad (23-26). so i have to coordinate them installing and using the converter?

But according to your explanation D5 automatically changes the relevant co-ordinates as per A to B if the block is removed or the sketchup file has been changed in anyway. Thats just so much of a problem to then merge new files.

Once the same material is applied everywhere then D5 makes it even and if u change the material of the roof any one place it changes it everywhere automatically. But at initial import u will need to give the info to each model imported that the material of roof 1 and 2 are the same.

we will have to manually do the match subtracting the width of the block + overlap of the block of the circle and determine the center and then calculate the new position then understand how to use that new position for any other new model.

Dear @Bruce.W
I would please want the devs to implement the co-ordinate system in reference to the 0,0,0 of the 3dmodelling software instead of making the implementation and moving around the 0,0,0 of the imported file as per the number of assets with in the D5file on importation.

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