Corona Renderer Forum

General Category => Corona Goodies! - User contributions => Topic started by: DeadClown on 2012-10-10, 22:19:47

Title: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2012-10-10, 22:19:47
[note: Starting with Corona A6, this script is bundled and installed with the main Corona plugin into the 3dsmax scripts directory]

Written by Martin Geupel (http://www.racoon-artworks.de)

The Script will be continuously updated. You will find the latest versions and the changelog at the page linked below.

(http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.jpg)

To Download the latest Script versions click here:
> > Corona Material Converter (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)


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Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-10, 22:22:58
New Version:

changelog:
*v0.08

I'm still struggling with the Vray translucency conversion since converting system units into some "scalar" value doesn't make sense to me :-/
Thanks for your more detailed MR translucency conversion technique Rawalanche, it helped a lot :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2012-10-10, 22:33:25
stickied
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2012-10-10, 23:42:06
Wow, i can't believe how well the script works now! I can convert all my scenes with a single click and all materials are converted properly. Great job! :)))
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-10, 23:55:50
I'm happy to hear that :) I didn't test it so much on "real" production scenes yet. If you have any suggestions how to make conversions better, don't be too shy to tell me ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2012-10-11, 22:52:59
Found a bug. All converted Arch&Design materials have 0,1 anisotropy value even when anisotropy on source Arch&Design materials is disabled ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-11, 23:30:26
Arghh... this anisotropy stuff is driving me crazy. It's fixed now... hopefully...

changelog:
*v0.085
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2012-10-12, 07:28:36
Yup, works great now. Thanks! :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Oltskul on 2012-10-12, 10:27:05
Hi,

i have tested Material converter for quick. And it did not convert materials from FR - some older version (i dont know exatly)

Ill try to learn more when i come home from work..

BTW, does it work so straightforward as it looks?


Regards
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-12, 11:11:39
i have tested Material converter for quick. And it did not convert materials from FR - some older version (i dont know exatly)

fR changed a lot since R2, so you should at least have 3.5 to be sure the converter works. I don't know what could be wrong or not working, so if you have any error messages in the Listener, please post them here or to me via pm

BTW, does it work so straightforward as it looks?

What do you mean? Normally you should just have to press the button and that's it ;) Conversion results may of course differ from your original materials since corona mats don't work exactly like fR_Advanced or other shaders. So you may have to correct some things by hand. But all in all it works pretty well without to much additional fixing. It's also depending on the maps and plugins you use. The script tries to convert vray specific maps (since corona does not support them) but there is currently no conversion for fR maps or fR materials apart from fR_Advanced and fR_Architectural (since there are so many of them in fR).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-12, 11:24:54
I checked the fR methods again. With my fix yesterday I killed a FR_Architectural function :S. There was not much fR functionality testing since I don't have fR at home (i can only test that while being at work ;-) )

changelog:
*v0.09
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-24, 13:49:56
Since Corona is crashing when you use a normal map somewhere in your materials I added a normal map warning with the ability to chose to replace those with a "empty" black color.

changelog:
*v0.10
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: meitan1979 on 2012-10-25, 12:20:09
it's very  nice script!i just ready to  standy this rendertools ....so  hope too continuous updates.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: andreupuig on 2012-10-25, 12:39:18
I found some weird behaviour with glass conversion from vray material: everything in corona material is set correctly, diffuse/reflection/refraction except obviously the twosided check , but the material preview slot appear black, if the refraction value is 0. Resetting the material in a new corona material solve the problem. Everything else works fine.

Thank you for the script.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-25, 13:30:17
I found some weird behaviour with glass conversion from vray material: everything in corona material is set correctly, diffuse/reflection/refraction except obviously the twosided check , but the material preview slot appear black, if the refraction value is 0.

mhhh.. I'm not sure what you mean? I tested converting a refractive material and I don't have any problems here. Could you be a bit more specific which material you're trying to convert? A Screenshot of an example material would be very helpful.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: andreupuig on 2012-10-25, 15:27:26
Here you an example. I found that the problem could to be the fog color in vray material. Maybe because in Corona there's no value like that, in fact I had problems achieving the same effect on another scene, building the material from scratch. I tried to change the refraction color, but it will affect also the "amount [level] of refractiveness", I ended up with too much a bright color.
Settings in the hidden tabs are at default values.

Thank you for the support
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-10-25, 16:15:32
Aaaah, ok. Yes, I'm pretty sure it's caused by the Fog/Absorption conversion. This is indeed a problem and I fear it's not so easy to solve. Those two work kind of different. When I set a Vray material to 0.001 multiplier there will be almost no visible effect at all. If i do the same thing with corona it absorbs everything right below the surface. I'm not sure if there is any reasonable way to convert those values... I could make a checkbox to ignore fog but I'm not sure if this would be a great help.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Javadevil on 2012-11-23, 06:12:28


It looks like the script doesn't like converting groups. If I open the group, deselect the group, select the objects, run script is works.
I've seen it happen a couple of times. Just not a 100% its just a group thing.

cheers
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2012-11-23, 07:53:56
I doubt Vray fog will be possible to convert. It's a potato value, not based on actual defined distance but rather perception....
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2012-11-23, 11:42:01
Javadevil: Who the hell is using groups ;) hmm... never tried that since I've never used groups for several (imho) good reasons. I think I know why this happens but I will have a look on it, thanks for reporting :)

Rawalanche: exactly...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Javadevil on 2012-11-24, 07:23:07


Hehe Yeah I know Groups can be dodgy, but there quick and easy to use and with the Outliner script I can select objects in side the group without opening it.

cheers
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2013-01-15, 14:32:56
It would be nice if we have an option to automatically reduce the blurriness of the maps with a  value since corona doesn't deal good with the blur value ( about 0.3 or 0.2 is a good value for now )
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Paul Jones on 2013-01-15, 14:48:19
http://autodeskme.uservoice.com/forums/164285-autodesk-m-e/suggestions/3082909-blur-map
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Paul Jones on 2013-01-15, 14:49:01
sorry wrong post - sure there is one somewhere on uservoice or SAT
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Paul Jones on 2013-01-15, 15:16:25
http://3dsmaxfeedback.autodesk.com/forums/76981-default-settings/suggestions/3232198-lower-the-blur-property-for-bitmaps
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-01-15, 15:50:31
I will make a note on this and try to implement it. Currently I don't have time to work on script stuff but I hope I can do it some time soon. I will make an option to clamp blurring to value x (in bitmaps).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2013-01-15, 16:03:16
I will make a note on this and try to implement it. Currently I don't have time to work on script stuff but I hope I can do it some time soon. I will make an option to clamp blurring to value x (in bitmaps).

Thanks dude we will wait !
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-01-22, 15:36:42
Ok, included the clamping blur function :)
I also (quickly) tested groups. If you are using the "all materials + maps" conversion method it should work. I found a bug when using the "selected..." options with groups (I will try to fix that soon) but if you're doing a full conversion it should work as expected. If you have a max file with a group that does not work it would be very helpful :).

changelog:
*v0.11

(edit) Btw, if you need more bitmap blurring options you definitely should try this script:
http://www.scriptspot.com/3ds-max/scripts/mass-filtering (http://www.scriptspot.com/3ds-max/scripts/mass-filtering)
I normally use this one to do that kind of stuff
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2013-01-22, 22:00:34
Thanks a lot deadclown ! testing now...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Animator89 on 2013-02-05, 18:01:32
Super cool script! :)
I think that for vray material is washed to check for fresnel checkbox.
I do not know with max script but in pseudocode it would be like:

If checkbox "use fresnel reflecrion" NOT assigned and reflective color value not 0 or applyed map to reflection color
Then assign fresnel value in corona material to 20 (for exemple 20 - very high number)

simple convert non fresnel type vray reflection to high value freshnel reflection in corona material
Sorry for my bad English
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-02-06, 13:58:33
The Vray conversion methods are far from perfect, MR works great - Vray is a bit harder to do. I made a note for your wish and I will implement it next time :) Thanks for your input
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2013-02-06, 16:16:48
Would it be possible to make the converter two-way...? To be able to convert CoronaMTL to Arch&Design for comparison purposes? :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-02-06, 16:36:14
Yes, it shouldn't be a big problem but needs a bit work. I would have to duplicate and "reverse" the function - it is not a simple right-side/left-side thing ;) . Several conversions branch a little different and are dependent on other settings (as you know of course).
Tbh, I don't really understand the "comparison purpose" but if you need to convert corona scenes back to MR I will make a note on my to-do list and implement it next time :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: radiosity on 2013-03-11, 11:14:05
wONDERFULL!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: MatEvil on 2013-03-18, 12:16:45
I try to convert a scene from 3DS Max 2008 and Mental Ray... I used the scripts and:

-  on pro-material/autodesk library don't works and in some case go to crash

- on some Arch&Design material with refraction don't convert

Matteo
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 12:43:12
I try to convert a scene from 3DS Max 2008 and Mental Ray... I used the scripts and:

-  on pro-material/autodesk library don't works and in some case go to crash
Unfortunately I don't have 2008. It might be possible that the script uses methods which are from future releases and that may cause malfunctions/crashes.
I never tried scenes with pro/autodesk materials (I never used any of these so thb I've no idea what those are)

Quote
- on some Arch&Design material with refraction don't convert
Should not be happening but may be related to the upper problem. If you find such a material you may want to upload it here (or send it to me) as a matlib and I'll have a look :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: MatEvil on 2013-03-18, 14:00:44
Don't worry... it's a fast test (you can find here http://corona-renderer.com/forum/index.php/topic,563.0.html ) and it's a old scene... also Pro-Material is lost/change with MetaSL, but I don't use it....

I try to convert a scene from 3DS Max 2008 and Mental Ray... I used the scripts and:

-  on pro-material/autodesk library don't works and in some case go to crash
Unfortunately I don't have 2008. It might be possible that the script uses methods which are from future releases and that may cause malfunctions/crashes.
I never tried scenes with pro/autodesk materials (I never used any of these so thb I've no idea what those are)

Quote
- on some Arch&Design material with refraction don't convert
Should not be happening but may be related to the upper problem. If you find such a material you may want to upload it here (or send it to me) as a matlib and I'll have a look :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 14:09:15
Ok, abandoned plugins may indeed be a bit problematic for the script ;)
If you encounter any new bugs don't hesitate to post them :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 19:22:14
Hi. First all, congratulations for your great work with this script. I have tried it with arch&design materials and work great!

I have found a bug:

The script doesn't take care of the mutli/subObject materials INSIDE other multi/subObjet material.

(I hope this is the right place to post this)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 19:43:05
Glad you like it :)

Multisub-materials inside multisub-materials? Why would you want to do that? I'm a bit surprised that the script does not convert those but I'm not sure if this would have an effect anyways (in the rendering). Which sub-sub-material does the renderer choose if you have one sub in another?

Ok, I'll have a look at it, but I'm still curios ;)

And yes, this is the right place for posting bugs :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-03-18, 19:48:43
yo-dawg/inception/recursive multimtls are not supported by corona either ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 20:02:52
Ok, I'll have a look at it, but I'm still curios ;)

I don't like 3dsmax scene states. Sometimes, doing architectural work, I have to make different versions of the materials. I use a multi/subObject and then, on the modifier stack I add a 'material' modifier. Very easy to change from one material to another. If is only a part of the mesh what changes materials, then I have a multi inside another multi. (I know everyone is going to say there are betters workflows, but I'm quite happy with that one)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 20:38:41
Quite clever method after all :) As long as you can work with it, it sure is ok.

hmm... I just tested around a bit but I can't find a bug. Each of the 3 conversion methods works as expected.

I attached a before-after image below. Did you mean something else?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 21:13:34
I attached a before-after image below. Did you mean something else?

Nop. That is what I did, but the script missed the materials nested in the second multi/sub. I solved it by removing the nested multi/sub and choosing one of the arch&design materials, and only after doing that the script saw those materials.

I will try to reproduce the bug and will try to give some more info about it.

Thanks!!!!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-03-18, 21:31:33
There is only single level of material IDs, so having nested submaterials does not make any sense. When I parse it, I just take the first submaterial of the nested multimtl.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 22:22:46
Got it. The script doesn't work if the multi/sub has only one material.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 22:30:14
Hm, sorry, i still can't reproduce it...

this configuration works too (see below)

Could you either describe exactly what you're doing in this materials (or save me a matlib) ?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 22:31:34
Not nested. Just 1 multi/sub with only 1 material (arch&design).

Edit: Image attached. The script doesn't convert that arch&design.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-18, 22:56:36
Indeed a bug! Thanks for posting. It's a little.. weird bug since the Script didn't take into account that there could be materials with exactly 1 submaterials in it ;) Anyways, it's fixed and you can load v.12 from the link on page 1

changelog:
*v0.12
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-03-18, 23:25:10
No, thank YOU! Great work!

Any plans to support the Autodesk Materials? (which I think they are arch&design under the hood)



Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: yagi on 2013-03-24, 02:53:01
hello people......... ludvik. why havent you prepared and released an in-depth tutorial for corona yet? something like the Esherick house you did with mental ray and a couple of scenes to go with it would be great to see. Also an advanced material tutorial of the basic ones like :glass,concrete,cloth,leaf,wood,metals,water,plastic,leather and rubber would be appreciated even if you cant integrate into 3ds max yet eg. archshaders.....dont say its too early and its only still in alpha stages so we dont need to do these yet. if corona has to excel over other renderers when its released commercially it would be to win at its alpha stages convincingly. im not new into archviz but even though corona seems easy its still difficult to achieve great results like some of the gallery works and its due to lack of great tutorials and resources(material converter is great but not perfect)......i repeat, its not too early to do these things!!! peace
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-28, 12:08:41
Ok, new version! I call it the "ForestPack"-release :)

Some important things:

changelog:
*v0.13


Any plans to support the Autodesk Materials? (which I think they are arch&design under the hood)
You mean those mysterious Pro-Materials? Funny thing: I don't have them here, maybe I did not install them. Currently there are no plans to do these but I will have a look at what-these-things are and decide after that ;).

[...] (material converter is great but not perfect)
I'm always open for suggestions :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: lacilaci on 2013-03-28, 13:05:49
You're doing really great job with this, thanks! Before I tried to avoid any material converters for any render engine, but this thing is a "must have"!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: herbap on 2013-03-29, 08:40:46
any chance for promaterials? :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-03-29, 12:05:13
@lacilaci : Thanks a lot! I'm an artist myself and I hate tools that are made half-assed ;) Most converters (not all!) are made very simple by just rewiring specific maps or parameters. I try to really convert values to be useful not just "ok it's in there now".

any chance for promaterials? :)
I've spent half of the morning to figure out what these are. There are no more pro-materials in 2012+ right? These are now called Autodesk materials , the first problem.
The second problem: too many mats for too few requests - it would take me a lot of time and I don't see the big benefit here.
You can still use some other converters to convert those to Vray/Mr/Standard and use the corona matconverter afterwards. I searched for converters but there are not many options out there, i think the best one would be: http://www.scriptspot.com/3ds-max/scripts/autodesk-material-converter (http://www.scriptspot.com/3ds-max/scripts/autodesk-material-converter). The Absence of many different scripts in this case underlines my second argument - it doesn't seem to be of high interest.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2013-03-29, 13:32:53
Pro materials are basically Arch&Design materials where only fractions of settings that need to adjusted for given material type are exposed, and their naming is changed in relation to the material. But core is same as Arch&Design. Unfortunately i do not think it is possible to break them into basic Arch&Design elements or extract the nodes they contain.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rogerBacon on 2013-04-01, 16:09:58
Any plans to support the Autodesk Materials? (which I think they are arch&design under the hood)
You mean those mysterious Pro-Materials? Funny thing: I don't have them here, maybe I did not install them. Currently there are no plans to do these but I will have a look at what-these-things are and decide after that ;).

Yes. Because I'm so lazy I sometimes use the materials from the "autodesk material library". I think it came from max 2011, when the Slate Material editor was included. Later I regret not making my own Arch&Des material...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Candelero on 2013-04-02, 22:50:37
Hi to all :)
I am new to this forum, so forgive me if I am pointing at something, which has already been discussed.

For the material converter:
VRay Glasses - to Corona material... the material mode should go to ( Twosided - Thin ) in order to work correctly.

I tested the script on an old scene... and glasses/water materials appear to not be converted properly :)



Best regards,
nikki Candelero
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-04-02, 23:08:10
VRay Glasses - to Corona material... the material mode should go to ( Twosided - Thin ) in order to work correctly.

I tested the script on an old scene... and glasses/water materials appear to not be converted properly :)

Hmm... how do you define "glass which is a used in a window" and "glass like a glass of water" ? Both are more or less the same VrayMtl but pretty different materials in Corona. The converter can't convert materials for different uses :-/ There must be at least a good indicator where two-sided or single-sided needs to be used.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2013-04-02, 23:15:39
I actually never found a way to get 2sided glass effect in Vray. If someone knows a way, i would appreciate it. :) I tried plugging glass material in Vray2sided, but i got some crazy results :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2013-04-03, 00:33:11
I actually never found a way to get 2sided glass effect in Vray. If someone knows a way, i would appreciate it. :) I tried plugging glass material in Vray2sided, but i got some crazy results :)

Only one way - use fresnel falloff in opacity. Not use refraction. And increase ior for more visible reflections.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2013-04-03, 09:55:22
That will not give me inner reflections :) And there will be still refraction on edges... That will not result in Twosided glass as known from mentalray or Corona
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2013-04-03, 14:45:52
That will not give me inner reflections :) And there will be still refraction on edges... That will not result in Twosided glass as known from mentalray or Corona

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jadams on 2013-05-24, 11:38:18
Hey,

bit of a newbie here.

I took an old scene I made using Mental Ray and Standard Materials and tried to run the material convertor over it.  It seems to have failed (as my scene renders out red.)

I suspect it's me, that I've not done something correctly - but thought I'd ask if the script output any form of "log" to give any indication of what I've done wrong?

Thanks.
Joe
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-05-24, 11:49:38
hmm...strange :-/
There is indeed a "hidden" check function but only to catch conversion errors, not basic "it's not converting at all" - errors. It's pretty old and I didn't use it for a while, so I'm not sure if it's still working as expected. You can activate this function with editing the scriptfile:

Set this line to true (right at the beginning of the file, after the comments. It will print some stuff in the listener if there is a problem.
Code: [Select]
CorConvDEBUGmode = false  -- Set this to true if there are any problems with converted Materials and re-run converter with orig. Materials
I'm, however, pretty certain that there must be some other problem here. Is the Script running correctly? Any popup errors or some red stuff in the maxscript listener (the pink field in the bottom left corner)?
Be aware that the Script currently only covers MR_ArchAndDesign & MR_Carpaint (concerning mental ray) If you use any other specific mental ray stuff it will be ignored.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jadams on 2013-05-25, 00:15:06
I too think I am probably the problem - it's too much to be a genuine issue.

I've copied the script to the \scripts folder
Within max, I open up my scene
Goto maxscript menu
Run Script
Select the script
Then click convert.

No errors or popups.

I tried it again clicking the reset prior to clicking the convert - got the same results.

I'll try putting in the line and will post back what happens (unless there is something I've missed above - well actually there is, as I've not disabled any of the daylight stuff.)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jadams on 2013-05-25, 00:43:38
No errors shown - one thing I have noticed is that in the material editor, some materials (eg wood) are shown with small previews, but when I try to use them I get a circle full of red...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-05-25, 01:52:50
hm... ok, weird. Can you save 1 or 2 of those problematic materials and send it to me? It would be way easier to debug for me ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-12, 17:32:20
Thank you for this! I am working on adding AD Material functionality.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-12, 20:34:37
Nice! Let me know when you've finished the functions. I will then implement them in the latest version of the script :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-13, 02:07:22
I am not sure if you didn't include it on purpose but if you didn't, I can see why!  :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-13, 09:59:15
I am not sure if you didn't include it on purpose but if you didn't, I can see why!  :D

hahaha, yes, there is a reason... how many materials with different interfaces did you find :-D ?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-13, 19:51:49
New Version:

changelog:
*v0.14

Please test the normal map conversion. I don't have a lot normal mapped stuff here but there are not many parameters (2) to do something wrong  :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-06-13, 19:56:33
the "disabled" value of fresnel IOR is 999, maybe you should set it to this value instead of 50
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-13, 19:59:32
Aye Sir!
changed it to 999 :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2013-06-13, 22:37:39
thanks, DeadClown.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-18, 00:41:22
I am not sure if you didn't include it on purpose but if you didn't, I can see why!  :D

hahaha, yes, there is a reason... how many materials with different interfaces did you find :-D ?

TOO MANY!

I am not sure who even uses AD materials. I almost exclusively use a&d materials with my stuff. It could be worth the effort if I knew people actually used Autodesk Mats. :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-18, 00:47:49
TOO MANY!

I am not sure who even uses AD materials. I almost exclusively use a&d materials with my stuff. It could be worth the effort if I knew people actually used Autodesk Mats. :)

I had one or two people asking for AD materials support, but that's (imho) not worth the effort (there are some converter scripts which could be used to convert those mats to something the corona converter is working with. Why do you do it then if you're not using them at all?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-18, 16:21:30
I have spent a few hours muddling with the code already. I was thinking that a good workflow might be to just list out all of the properties in a text file with their corresponding property from the AD material. So like

colorDiffuse,_Color
texmapDiffuse,_Color_Map

Then run down the text file using try catch() and grab the property values when they match. Would be far better than creating a function for every single type. I also noticed that with the AD materials, there are a lot of common properties between them. The confusing part is that sometimes the same category, "Concrete" for example, will have multiple interfaces depending on what type you choose. Also, the UI changes depending on what type of Concrete you want. Accounting for all of those changes per type might get...complicated. I think the thing to do here might be to get the basic properties like Color, Reflectivity, Opacity, Bump, Maps (if any) and refine from there. I will keep plugging away at it as I have already learned some useful stuff.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-18, 16:58:24
The funny thing is that all those different AD materials are nothing else than Arch&Design materials with a different interface - it could be so easy if they just would expose the core parameters...

Sounds a bit like something this guy does: http://www.scriptspot.com/3ds-max/scripts/multyconvertor
I like the idea of dynamically wiring the parameters but not in an external file (since i want to keep the converter a 1-file-only script for easy distribution and updating)

Btw, I just found this here, maybe this is the holy grail? I didn't look further but may be worth a try
Quote
You can convert another type of Autodesk Material to Autodesk Generic by using the Copy As Generic option. See Right-Click Menu for Material and Map Nodes and Type Button Right-Click Menu.

http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-80DD9324-A341-4896-B035-17A6163BFBBB.htm,topicNumber=d30e371587

You even find a .ConvertToGeneric function if you make a "show" call on a autodesk generic material (but i somehow didn't get it working)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: kubiak54 on 2013-06-18, 17:27:05
I have been just trying to convert vray mat to corona mat with your converter. Great tool, I am very thankful you do create it. Hovewer I have found, that texture in glossiness slot needs adjustment - as well as glossy value (that is adjusted autoamticaly in experimental mode). I have found that applying gamma od 0,2 works quite well in my case, do you think it would be suitable to implement function that does apply this gamma correction (via Color Correction for ex.) on bitmap on glossiness slot?

Jakub
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-18, 17:35:33
Glad you like it!

I have found that applying gamma od 0,2 works quite well in my case, do you think it would be suitable to implement function that does apply this gamma correction (via Color Correction for ex.) on bitmap on glossiness slot?

Yes, glossiness is still kind of tricky. I thought about assigning a curve (output map, a bit lighter than color correct) on each of those assigned glossiness maps but I didn't really try it yet. I think that it might give some crazy results probably but I will try to do it as an optional function. The calculations are indeed pretty easy, I found the "formula" in the original vray converter which was converting MR (or was it fR?) glossiness values to Vray... so it "should" work. ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-18, 19:36:17
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-80DD9324-A341-4896-B035-17A6163BFBBB.htm,topicNumber=d30e371587

You even find a .ConvertToGeneric function if you make a "show" call on a autodesk generic material (but i somehow didn't get it working)

I saw the convert to generic yesterday. Usage like this:

Code: [Select]
m = $.material.converttogeneric
$.material = m

problem is it doesn't bring across maps.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: kubiak54 on 2013-06-18, 19:43:25
Well, so if you are hesitating whether to implement this, I am surely for, and gamma correction is just  a curve as well. Thanks, cheers!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-18, 19:48:36
@davetyner:
ok... I'm either totally confused or I'm missing something... Why don't you need the parenthesis when you call the function? It's probably the first one (I've been using some other programming languages lately, less maxscript :D)

problem is it doesn't bring across maps.
(https://i.chzbgr.com/maxW500/7515129088/h1A9734F4/)

Veeeery useful function then...  ;)

@kubiak54:
Oh, I think it's less the problem of deciding if I do it or not than the fact that it stills needs to be implemented some time (and tested ;) + I totally forgot about it. I promise I will do it soon :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davetyner on 2013-06-18, 19:52:13
lol @ that image!

Interestingly enough, the convertogeneric is a property of the material not a function.

Next thing I try will be an array of Corona properties and the AD material properties they correspond to. Will update this post soooon.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-18, 19:59:36
Interestingly enough, the convertogeneric is a property of the material not a function.
ouch, of course. Stupid me! If I use "showproperties" I should not wonder when it shows properties... :D

Next thing I try will be an array of Corona properties and the AD material properties they correspond to. Will update this post soooon.
There is a ordered list of all corona mtl properties at the end of the corona converter script. It may be helpful :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: JonyX on 2013-06-19, 02:43:55
Where can i download this material converter script??? I downloaded a old version but don't work and this link send me to a page that don't have a download link.  Thanks and sorry my English
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-19, 10:05:28
Where can i download this material converter script??? I downloaded a old version but don't work and this link send me to a page that don't have a download link.  Thanks and sorry my English

Where did you download an old version?!
The TRUE and hopefully only link to the script is on the first page and first post of this thread (going here: http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html (http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html)).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: JonyX on 2013-06-19, 14:52:31
Where can i download this material converter script??? I downloaded a old version but don't work and this link send me to a page that don't have a download link.  Thanks and sorry my English

Where did you download an old version?!
The TRUE and hopefully only link to the script is on the first page and first post of this thread (going here: http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html (http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html)).

I downloaded in another topic, a old topic. This link "http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html" send me to a page that don't have a download link, only a image from the script and some information. In another pages of site, says:
Quote
server moved
Posted on 31. May 2013
I’ve recently moved to a new Server and I’m currently re-designing the website.
There’s only the most important stuff online atm – so, please be patient

Have another download page??

thanks
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-19, 15:20:56
This IS the right download link http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html
Just click on the pure white text, it's a link.
Quote
DOWNLOAD latest version:
coronaConverter_v0.14.ms

The one printed bold here
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: JonyX on 2013-06-19, 15:55:33
This IS the right download link http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html
Just click on the pure white text, it's a link.
Quote
DOWNLOAD latest version:
coronaConverter_v0.14.ms

The one printed bold here

thanks man! The problem is in my Google chrome!!!! I've opened this link in IE and downloaded!!!

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2013-06-19, 20:19:47
Thanks for update, appreciate it leaves my VrayHDRi alone :- ) Most handy tool !
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-19, 21:38:19
thanks man! The problem is in my Google chrome!!!! I've opened this link in IE and downloaded!!!
Glad it worked :)

Thanks for update, appreciate it leaves my VrayHDRi alone :- ) Most handy tool !
Ha, yes, I didn't know it was working until I forgot to convert one of the VrayHDRIs which was still in my scene ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: quizzy on 2013-06-20, 09:20:15
should the script convert MR or Vray physical sky to corona's? Or might that be more of a lighting convertor thingy...
For me I would also add a checkbox to change the current renderer in Corona and change the environment map as well (sky)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-21, 17:03:07
I guess it's pretty useful to convert skies. Since those are kind of maps/materials it may happen in a material converter. Sure, it could be equally done in a lights converter thing but that's not my business ;)
About the changing render thing. I don't like changing the renderer directly. That's something the user should do. There are sometimes things you want to check twice before switching the renderer - and this is (for both) just a click or a line of code.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Javadevil on 2013-06-24, 04:12:59

Hi Deadclown,

Any chance of converting the shitty autodesk materials that come from REVIT ? to the conversion script ?

Even if its just keeping diffuse bitmap paths

cheers
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-06-24, 10:34:15
Currently davetyner is doing some conversion scripting around this whole autodesk material crap (you can read about it in the pages before this one) :) . Let's hope he will be successful (since I won't do it :-P).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2013-07-09, 13:36:47
Dead Clown, can you add diffuse slot in metal/glass 0,0,0 rgb and option to set how convert self-lights - to emitters or to coronaconstantmtl, pls?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-07-09, 15:08:33
Dead Clown, can you add diffuse slot in metal/glass 0,0,0 rgb and option to set how convert self-lights - to emitters or to coronaconstantmtl, pls?
How would you like me to do the detection of what is "glass" or "metal"? It's something refracting or reflecting - but people tend to do the most funniest things in their materials ;)

I did never think about seeing constantmtl as an alternative to emission. Does that really illuminate something (I did never try this)?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2013-07-26, 15:10:25
Dead Clown, can you add diffuse slot in metal/glass 0,0,0 rgb and option to set how convert self-lights - to emitters or to coronaconstantmtl, pls?
How would you like me to do the detection of what is "glass" or "metal"? It's something refracting or reflecting - but people tend to do the most funniest things in their materials ;)

I did never think about seeing constantmtl as an alternative to emission. Does that really illuminate something (I did never try this)?

"option". i mean that "Metal or mirror" are materials with reflection without fresnel. "Glass" - materials with refraction more than 0.0.0
if it's possible then It would be very useful for me and some other coronapeople)

But if no - then no. i would be doing it in manual mode as before)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-07-26, 15:22:56
I still don't get it, sorry.
The converter converts vray materials without fresnel to corona mtls without fresnel (ior of 999), the rest will be converted as it was set up before - so: if your materials were setup this way in the other render engine, it will come out that way after conversion.
I could make a checkbox to convert simply everything with specific "conditions" (like no fresnel) to such materials, but I just don't get who would want to do such a thing... (and it would mean some nasty workarounds in certain areas which I do not want to do if it is not necessary)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: gabe on 2013-07-31, 17:53:22
Hello there all of you Corona addicts and Mr Dead Clown,

I've been using v-ray for quite some time now, at work and at home, and like many others, i'm trying to get to know better this "next best thing" in the world of rendering, Corona. As i have seen, great job guys!

So, now, here comes the pain in the ass, i need help.

I've read almost all topics there are to read, but still can't figure it out what's happening. This next issue is happening with my 2011 version of 3DS Max, i will be trying next on the 2014 version.

I think i did everything okei, but still... there is a big chance that i'm the problem. I installed the latest Corona build, v5, instalation okei, everything fine. Opened Max, set Corona as default renderer and shader, okei there.

Then i opened an old scene, ran the material converter script, but the result was a sea of red, materials included in the materials slots, all red:

(http://www.imageshack.com/scaled/large/823/p960.jpg)

I supposed the file had some kind of problem, so i tried rendering a new scene from scratch, with some random figures and colors, changed the environment colour to corona (white), hit render, and voila, okei it works:

(http://www.imageshack.com/scaled/large/11/3bl1.jpg)

Okei, as i saw it works, i went back to the file (i have allready tried before with another file and the conversion also got everything red) and tried once again, as i got an error window:

(http://www.imageshack.com/scaled/large/692/6rkf.jpg)

So i saw here in this topic before that someone had the same problem, and a possible solution was to change in the script log some king of paramether to true, but still got the same error message and red materials:

(http://www.imageshack.com/scaled/large/837/7f84.jpg)

Finally, as i didn't understand why isn't the conversion working properly, i created a new Corona material, assigned it to the whole scene, hit render, and it started rendering something, at least:

(http://www.imageshack.com/scaled/large/28/gvic.jpg)

So, i'm just having some kind of problem with the conversion... is this a usual question for you guys, has it happened before, is it fixed...?

I would really appreciate the help, i'm REALLY looking forward to start working with corona!

Thanks!

Cheers,

Gabriel
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-07-31, 18:09:57
Yes, this definitely is a conversion error but It's kind of weird since it says there would be no "levelDiffuse" parameter in the Corona Material (which should not be possible ;) ).
I see you have the latest Material converter script version, so this is not the problem.

It's really mysterious... I tested the script and the v5 build on 2012 and it works. "levelDiffuse" exists.
It's veeery unlikely but which Vray version are you using? It may be an error with an old Vray build.
You could also zip a stripped down scene of yours (just a bunch of boxes with 1, 2 materials, something that fails conversion) and send it to me so I can test it here.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: gabe on 2013-07-31, 19:49:00
Yep, confirmed: the same happens in 3DS Max 2014 version, and with a different file just to be sure... seems like it could be a problem of the original Max / Vray file, since both of them give me the same error with the conversion script:

(http://www.imageshack.com/scaled/large/822/7vop.jpg)

When i assign a Corona material from scratch once again it works great:

(http://www.imageshack.com/scaled/large/33/3gsj.jpg)

I don't understand very much about scripts and all those parameters and logs and information... so i'm stuck =P

The Vray version on 3DS Max 2011 64 bits i have is the VRAY ADV 2.00.01

I sent you a PM with the zip file, thanks so much!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-07-31, 20:08:52
ok...

1) You found a bug... but not the one we're searching for :D . It's visible in your first screenshot: If you convert a selection and one of the objects does not have a material assigned, the script fails. I will correct this for the next version.

2) I was able to convert the file without any errors (max 2012, Vray 2.4.04). Just started the script and pressed the conversion button. Since I cannot find a problem here I want to ask you to install a new vray version and try it afterwards. I'm not sure why but it seems to be the reason - no one else reported such a behavior before (the one you mentioned was something else) :( . I'd strongly recommend to update anyways since there were some important bugfixes in the early 2.0 versions.
I converted the file and sent you a link to the max 2012 file (So you can at least play with the scene :) ).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: gabe on 2013-07-31, 20:26:16
Wow, i found a bug. I'm in a way happy for that, but damn, i really wanted to work with some scenes and some materials for new secnes... i guess i'll have to wait for that! When do you think a ew version will come out? =D

So the idea is that i should get a newer version of vray (wich one do you sugest, for Max 2011?), then i save the file / archive in this new version, and try then to convert it using the script?

Thanks for the help, and the conversion file, at least i can start learning a few things =)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-07-31, 21:09:06
Wow, i found a bug. I'm in a way happy for that, but damn, i really wanted to work with some scenes and some materials for new secnes... i guess i'll have to wait for that! When do you think a ew version will come out? =D
Oh it's really not a big deal. It's a stupid but not severe bug. It has not been reported before (after about 2.5k downloads :D, so I guess it's not being used very frequently). You can still use the converter to it's full extend, just make sure that all selected objects have a material when you use the "selected" option. "all materials + maps" will work anyway.

So the idea is that i should get a newer version of vray (wich one do you sugest, for Max 2011?), then i save the file / archive in this new version, and try then to convert it using the script?
Yes, please try a new Vray version. Why not just using the latest ;) ?
I guess you won't have to resave the file but it doesn't hurt if you do so ;) . Loading and converting should be enough.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: gabe on 2013-08-01, 11:21:45
Thanks, will do!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2013-09-02, 19:59:24
Hello!
It seems like with the latest build 2013-09-02 doesn't work material converter script. When i click on convert button, 3dsmax simply freezes and don't react on any actions and buttons.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-09-02, 20:56:33
mhh... No problem here. Still works fine.
Does it already crash with simple scenes or just "production scenes"? If you have a (small) scene that fails you can send it to me and I will try to debug it here.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2013-09-02, 21:42:20
it's strange, but right now script works fine. but right now i'm sitting and working in 2014 max with a new scene....
i don't know does it happens only in 2012 max, i'll try to test it in 2012 tomorrow, when i come to work.:)
well, may be it's because of my mistake in process of working or anything else, sorry for that.:) I'll try to find out what's wrong. and if this error happens again - i'll send you scene for debug.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-09-02, 22:07:31
I certainly did not change anything in materials ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2013-09-04, 13:51:08
Sorry for false alarm!
I understood what happened: i open scene made with vray and while mateditor with full of vray materials is loaded i started your script. and of course it started to convert all materials in mateditor and at the same time corona starts to render preview of those materials. while this happens 3dsmax freezes until the end of process. so, may be it's not a good idea to start script with opened mateditor window where all slots are full of loaded materials)
sorry, again:)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-09-04, 14:13:15
Yes, I noticed that too but normally it doesn't take too long :) Good to hear that the problem is not a bug :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Salamb on 2013-09-11, 17:10:31
Converter does not work in 3dsmax2014??? I would like to know what the problem is.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-09-11, 19:06:12
It does but I will not be able to help you if you don't supply more information.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Salamb on 2013-09-11, 19:11:13
in 2013 version is converted. in 2014 version will only convert pristine materials. Materials of the v-ray models, might I add, are not converted. Sorry for the bad English
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-09-11, 19:16:05
Are there any error messages or something?
You can send me a very simple scene that does not work and I will test it here. But I didn't have any problems yet with 2014. Which Vray version are you using?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Salamb on 2013-09-11, 19:19:31
different versions. even downloaded models are not converted. No error message. I know that this error is not associated with one scene.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Salamb on 2013-09-11, 19:26:08
reinstalled the 3dsmax and it worked. thanks for the help!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: foxid on 2013-09-11, 19:53:42
thx for usefull script

OFF
Relink Bitmap (vary usefull Colin`s script for link lost map paths) seems no working with corona maps.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: slav11 on 2013-10-17, 11:12:41
Thank you, very helpful.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: torealise on 2013-10-28, 15:06:44
How can i convert corona materials back to vray?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-10-28, 15:17:09
How can i convert corona materials back to vray?

There is no function for that included in the Script, sorry.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2013-10-29, 04:35:02
But damn, that would be cool.

It's sad most apps like Max don't help out with render-agnostic workflow. While I never used Cinema4D, I've read somewhere you can sort of "tag" material as a property so that you can change between renderers and each would use its assigned shader.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-10-30, 12:40:45
I agree that this might be a useful thing for some people but it's not really the purpose of the tool and would cause a lot of requests for "vice versa" conversions to all sorts of rendering engines. I may add a little separate script for doing this but I will not integrate it in the one here. It just makes everything more complicated if people are still working with vray 1.x 2.x or 3.x and using the daily builds or alphas of corona and so on..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: moadr on 2013-11-18, 16:26:37
Maybe it's something, that has been reported before, but I haven't came across of it, so I'll let you know :)

When you convert a Vray material, that has reflection, and Fresnel reflections is enabled, but the amount of it is controlled by the refraction IOR value (refraction is disabled), than after you convert the material, the CoronaMaterial has the default 1,6 IOR value for reflection and has the refraction IOR at the refraction part.

So if somehow the converter could detect, if the Fresnel IOR value is "locked" to the refraction IOR value and is controlled by it, it would be nice :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-11-18, 16:44:39
Oh, yes. Definitely a bug. This one will be fixed in the next version (which will likely be released with the next official build - A6 oder B1 or whatever ;) - since dailies and the last A5 are more and more differentiating and I cannot support both branches).

Good find and thanks for reporting! :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: arqrenderz on 2013-11-26, 03:36:00
is the Fresnel IOR 999 a bug?Dont know what triggers it but happens often when the script is used
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-11-26, 09:43:06
no, it is just the "disabled" value
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-11-26, 10:17:49
is the Fresnel IOR 999 a bug?Dont know what triggers it but happens often when the script is used

Ior 999 is set when "fresnel reflections" in your original Vray material is disabled. The Script does not test if there are any reflections activated in your material or not, it just tests if fresnel is enabled or not - so it's pretty likely to see ior of 999 here and there.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2013-11-27, 16:32:02
A lot of thanks for this tool.
Excelent work.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: klipanos on 2013-11-28, 21:18:46
Hello everyone!!!!
New to Corona renderer and i loved from the scratch!!!
I usually work with Mental ray and i tried it to see what will happen..
It made the convertion with the basic maps but i had to do again the reflections, glasses, and metals...
It went well and saved me a lot of time to find the maps...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: carloslogg on 2013-11-30, 09:59:04
hi DeadClown, i have a doubt .. so you can't use normal maps for now inside corona materials?...  i'm totally in love with corona..  i can't wait to get the whole features...   
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2013-11-30, 11:42:24
3dsmax normal map implementation is FUBAR, you need to use CoronaNormalTex instead
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-11-30, 12:45:43
hi DeadClown, i have a doubt .. so you can't use normal maps for now inside corona materials?...  i'm totally in love with corona..  i can't wait to get the whole features...   

You can, the Converter Script converts max's native "Normal Bump" and Vrays "VrayNormalMap" to a coronaNormalTex
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: LKEdesign on 2013-12-02, 11:07:25
First of all, thanks for a great script, - not just a normal re-piping thing but an intelligent one - so cool!
I am hassling with the Autodesk Materials problem to as I work closely together with companies working with Revit, and yes, as some other here wrote, sometimes I fall in the pit of laziness and grab to the fast solution of choosing a premade Autodesk Material. Often regretted afterwards, but never the less sometimes  it can be usable. The settings are however often very weird, - not the least for us Europeans that work with the metric system. God Damn It!!! (Wake up Autodesk!! )

Seeing it in the light of this, would it be an idea if the converter had an option - or rather two ...

1) Gather all objects having unconverted/unsupported materials in a named selection set
2) add a default white (or a Corona material of your own choose) to these objects. This might be a  function that was only possible if the first option was chosen.

This will make it possible to painlessly convert (old) scenes and be able to render them without having it glowing red from everywhere. At the same time it would be easy to isolate the problematic objects and manually change their materials.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-02, 11:18:37
That's not a bad idea :-)
I can do #1 pretty easily I guess (at least with materials, maps are a bit harder because there are so many of them which "may be working" out of the box without converting or testing them.
#2 is also doable

I'll add it to my todo list and it will likely be available in the next release of the script (which will be at the same time as A6 is released)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Coronaut on 2013-12-03, 10:27:15
Thank you for this script!  It would be great if there is "show bitmap in viewport" option to check in/out when converting, if this is possible at all.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: LKEdesign on 2013-12-04, 22:50:32
I guess it's pretty useful to convert skies. Since those are kind of maps/materials it may happen in a material converter. Sure, it could be equally done in a lights converter thing but that's not my business ;)
About the changing render thing. I don't like changing the renderer directly. That's something the user should do. There are sometimes things you want to check twice before switching the renderer - and this is (for both) just a click or a line of code.

i agree with Quizzy, after having worked with the converter for some days now. It feels logical that you have an option, a checkbox, giving the opportunity to automatically switch the render - as this is what you will do 9 out of 10 times after converting the materials - there is not much point in staying at the old render once the materials are converted.

To prevent undesired switching, you could uncheck this option when entering the converter, so that the user must make an effort to make the switch - but a little less effort than to go to render dialog and change render. We are all lazy at some point, aren't we?!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-04, 23:10:53
Thank you for this script!  It would be great if there is "show bitmap in viewport" option to check in/out when converting, if this is possible at all.

Wouldn't it make much more sense to have a (additional) script which switches those maps on/off for selected objects? I don't really see the benefit of displaying each and every map in the scene - may slow down everything a lot.

i agree with Quizzy, after having worked with the converter for some days now. It feels logical that you have an option, a checkbox, giving the opportunity to automatically switch the render - as this is what you will do 9 out of 10 times after converting the materials - there is not much point in staying at the old render once the materials are converted.

To prevent undesired switching, you could uncheck this option when entering the converter, so that the user must make an effort to make the switch - but a little less effort than to go to render dialog and change render. We are all lazy at some point, aren't we?!

Actually... it's just 1 line of maxscript code ;) I'll think about integrating it to the script.
Code: [Select]
renderers.current = CoronaRenderer()
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2013-12-04, 23:38:06


Wouldn't it make much more sense to have a (additional) script which switches those maps on/off for selected objects? I don't really see the benefit of displaying each and every map in the scene - may slow down everything a lot.

Does it ? I have switched on everything, hundreds of maps, and doesn't affect the performance at all in my scenes. The problem is that before conversion, the maps were most likely turned on, but after conversion, it all turns to diffuse color, regardless if the diffuse slot is populated with map. It's easy to switch for few objects, but for multi-materials 20+ (like books) or huge amount of object decor/staffage this is impossible. And native max "show materials with maps" doesn't work, because Corona shader doesn't use this option.
I do think as well that this is greatly annoying.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-04, 23:59:45
I actually didn't try showing all maps of my scene, but I would have expected slow downs.
You can try if this code snippet works for you it's pretty simple and a little "brute force" but it should do the trick for most stuff (it can take quite some time though until max is responding again).

Code: [Select]
for o in (getclassinstances CoronaMtl) do(
try(showTextureMap o o.texmapDiffuse true)catch()
)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2013-12-05, 01:31:40
I actually didn't try showing all maps of my scene, but I would have expected slow downs.
You can try if this code snippet works for you it's pretty simple and a little "brute force" but it should do the trick for most stuff (it can take quite some time though until max is responding again).

Code: [Select]
for o in (getclassinstances CoronaMtl) do(
try(showTextureMap o o.texmapDiffuse true)catch()
)

wow, if that would do it I would be eternally grateful :- ) At the moment it writes in red something only, but I might be just dumb and not know how to use it properly..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-05, 10:17:16
mhhh... you should just need to run it in the editor window (not the listener (the window with the pink box))
You can also copy the text into a textfile, rename ist whatever.ms and drag it into a max viewport..

..or you save the following text as a .mcr and you have a macroscript, ready do put it to a menu or something :)

Code: [Select]
macroScript ShowAllTextureMaps
category: "CoronaScripts"

for o in (getclassinstances CoronaMtl) do(
try(showTextureMap o o.texmapDiffuse true)catch()
)
)

If that's still not working you need to show me the red output ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Coronaut on 2013-12-05, 16:24:16
I think its good stuff to have, just cuz your convertor have option to convert selected objects, that way you can check box show in viewport, especially if you don't have material in Mat. Editor so you can check if tiling is in order, it will save you one step, and as Juraj says its easy when you have few materials but if you have 20-30-40 or 100 it would make no sense to do it manually. Today when you have 3gb-6gb on graphic cards it wouldn't be problem at all, and if its optional i cant say how this can be bad thing, i know you have performance concern but machines today are more than able to handle that.
One example: Lets say i import chair or sofa or lamp... it is in Vray mats... soon i convert it to corona it will go gray, in order to see if everything is ok i will need to add that multi maps to ME and check show in viewport and that will be few minute job depending on complexity of object, if there is option in your converter it is easy just to check that option while converting and if UNC paths are ok it will be shown.
Well i wish you think about this once again, either way i think that this converter "rocks" :D   
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: LKEdesign on 2013-12-16, 23:44:14
Dear deadclown

It appears to me that, when converting The A&D materials, The reflection color value are set far to high (255,255,255) giving some burned out highlights in the render. Wouldn't something like (180,180,180) be more appropriate ?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: shadowman on 2013-12-17, 15:46:21
got this with daily Build timestamp: Dec 17 2013 00:56:36
-- Unknown property: "emissionOn" in 01 - Default:CoronaMtl

I know that script should work fine only with stable build
but can we have some fix for latest daily?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-17, 16:47:31
One example: Lets say i import chair or sofa or lamp... it is in Vray mats... soon i convert it to corona it will go gray, in order to see if everything is ok i will need to add that multi maps to ME and check show in viewport and that will be few minute job depending on complexity of object, if there is option in your converter it is easy just to check that option while converting and if UNC paths are ok it will be shown.
Well i wish you think about this once again, either way i think that this converter "rocks" :D   

I may add it as an optional button, not as a checkbox (maybe, I'm not sure yet). The problem with checkboxes is that people just activate everything they see and then wonder why it's slow like hell ;)

It appears to me that, when converting The A&D materials, The reflection color value are set far to high (255,255,255) giving some burned out highlights in the render. Wouldn't something like (180,180,180) be more appropriate ?

For me it works exactly as expected, reflection color and reflection level are converted 1:1. The default reflection color is white with a reflection level of 0,6 in the Arch & Design material and that is converted exactly in this way to corona.

I know that script should work fine only with stable build
but can we have some fix for latest daily?

I don't want to publish a script here which does "temporarily" fix this issue (because a lot of people will download it without reading what it is) but you can do one of the follow things:
- I would suggest to use one of the older builds to convert your files (2013-09-17 should be still working fine i guess)
- comment the lines which are producing errors (this is a bit of work though). Each material conversion function has a paragraph which is responsible for emission. This can be commented completely and it will work.
Sorry for the inconvenience but I just don't want to release a version which will cause a lot of trouble because people or wondering why the script fails in their corona version.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2013-12-19, 10:47:16
Is posible convert forestpack materials?

I try this, but the scrip don't respond.

Thanks!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-19, 11:21:42
Is posible convert forestpack materials?

I try this, but the scrip don't respond.

What do you mean with "don't respond" ? The script normally runs very fast, so it shouldn't be taking too long.
The problem with forestpack is it's material slots. If you use an object in max as a geometry input in forestpack it's just fine and it uses the the material from the node (which will be converted). As soon as you drag a material to the respective material slot in the forest object it seems that it's not counting as a normal scene material and I got problems converting them. Same thing happens if you're using something from the library. Clear the material slots to force forestpack to use the node input material and everything will be converted fine.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2013-12-19, 13:05:49
Is posible convert forestpack materials?

I try this, but the scrip don't respond.

What do you mean with "don't respond" ? The script normally runs very fast, so it shouldn't be taking too long.
The problem with forestpack is it's material slots. If you use an object in max as a geometry input in forestpack it's just fine and it uses the the material from the node (which will be converted). As soon as you drag a material to the respective material slot in the forest object it seems that it's not counting as a normal scene material and I got problems converting them. Same thing happens if you're using something from the library. Clear the material slots to force forestpack to use the node input material and everything will be converted fine.

At first time I try to convert standard mats whit your script, and take a lot of time. Then pur Vray like render engine and try to convert the vray materials, this option take very low time, but the material conversion don't work fine.

Thanks, I try to make  your option.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-19, 13:11:47
Even with lots of materials in the scene conversion doesn't take longer than 1 or 2 secs (most of the time you don't even notice the conversion) - so i guess there's something wrong. I didn't get any report like that before so I guess the error is somewhere in your configuration.
No script errors or anything? (in the listener field in the bottom left corner)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2013-12-20, 11:12:44
No, I don not see nothig ...

But now, I put my forest objects whith corona render active, and my materials apears like vray mats. Then I aply your script and works fine ...

I don't know what's wrong in my other tests. Now works perfect whith your system.

Thanks a lot!

Cheers
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: ogneed on 2013-12-25, 03:20:31
Hi DeadClown
When i tried to do converting of materials I got this error.

Update: Seems this happend on converting of simple vRay Light Material which was in Submaterial. When i remade this material by hands - script finished converting.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2013-12-25, 11:09:54
I assume you were using it with one of the last daily builds? These are not working with the script anymore since some material parameters changed. I will not upload a new version until the new public alpha is released, sorry.
(if it happened with the A5 or some older daily build this might be a bug though and i need more information)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: ogneed on 2013-12-26, 21:26:34
Ah, now I see. Yes I used some last build. Anyway thank you very much for script.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: T.Kick on 2014-01-08, 21:07:43
Works great, out of the box!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Paul Jones on 2014-01-22, 12:18:45
Error -  unknown property "glassmode" in corona material
Also had an emission error on previous scene

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-01-22, 15:14:11
As stated few posts earlier, the script does not work with the current daily builds.
But, if you want, you can send me a PM and I'll drop you a link to the A6-ready version. It needs some testing anyways ;)
Same is for others who want to try the converter with the daily builds until A6 is finished, just drop me a line via PM :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Bertuchio on 2014-01-23, 10:19:53
how to install this converter?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: shadowman on 2014-01-23, 10:21:29
Bertuchio
Run script
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: astudio on 2014-01-25, 12:16:05
It would be great to be possible to add this script to menu or assign to hotkey.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-01-25, 12:24:09
I could do that, it's just 2 lines of code for a macroscript header. The problem is that people often don't know how to install them, that's why I chose to leave it a normal script in the first place (people can just drag and drop the file into a viewport). I think I'll simply add an instruction how to modify the file yourself :)

Btw, still looking for people who are willing to test the A6-ready converter with the dailies. For all who are interested: just drop me a line via PM.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: astudio on 2014-01-27, 15:15:45
I think I'll simply add an instruction how to modify the file yourself :)



It would be great, looking forward for your instruction.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: arturso on 2014-02-07, 03:50:00
it would be very nice if converter could convert material librarys. i have pretty big vray mat. library to recreate all of the, in corona wouldn't be fun :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2014-02-10, 06:42:57
Hi, DeadClown! build 0.15 of your script is working really fine with latest corona's builds, but i have a suggestion.
As we know from oficial FAQs in corona it is recommended to make albedo between 0,7-0,8 (depends on type and colour of material,of course), so may be that would be a good idea to make this function directly in script, so it not required to make it in all converted materials by hands. for example, make some additional parameter, where we can write value of albedo, tick it on and this number will apply as albedo number in all converted materials.

anyway, thank you for this very useful script!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-10, 18:14:25
it would be very nice if converter could convert material librarys. i have pretty big vray mat. library to recreate all of the, in corona wouldn't be fun :D
I'll think about it, but scripting that feature costs time too (my time ;-) ). I've no idea how good or bad mat libs are accessible by maxscript, I'll check that.

Hi, DeadClown! build 0.15 of your script is working really fine with latest corona's builds, but i have a suggestion.
As we know from oficial FAQs in corona it is recommended to make albedo between 0,7-0,8 (depends on type and colour of material,of course), so may be that would be a good idea to make this function directly in script, so it not required to make it in all converted materials by hands. for example, make some additional parameter, where we can write value of albedo, tick it on and this number will apply as albedo number in all converted materials.

Glad to here it works good :)
I've discussed the same thing with another tester via PM ... I personally don't think it's useful for anything. Sure, you can "fix" pure white materials by one click but this doesn't lead to good materials - it just makes the ones that were totally wrong a bit less wrong and the ones that were quite right more wrong. Sure, it can be done with very little scripting (and I did that already, PM me if you're interested) but I'll not implement it into the converter. It will just make everyone use 0.8 diffuse multiplier for everything "just to be sure" - and that's not what I want people to do.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-02-11, 19:07:22
Suggestion:

(*) add a macro (so we can add a button or shortcut).
(*) add un-show map in view port button (useful for fast viewport).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-12, 15:35:45
(*) add a macro (so we can add a button or shortcut).
(*) add un-show map in view port button (useful for fast viewport).

Done, + some more dirt map features and a proper VrayOverrideMtl conversion. Just uncomment the first 2 lines and you have a macroscript ready to be installed.
Every v0.15 tester can grab the new version via the originally supplied link.

[Edit] Updated the file another time with scene statistics feature
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-02-13, 00:15:43
DeadClown, if I mind asking, is your username by any chance "Recon442" on Chaos forum ? Guy does sound remotely similar to you :- D But I might be wrong heh. If I am not wrong, it's interresting to see your discussion with GrantWarwick. He seems quite knowledgeable, to point I am thinking of giving those few bucks for his training but god...his attitude...

I am also shocked (in humorous way) how many people now suddenly consider themselves "professionals who understand it" with Vray yet produce shitty pictures with incredibly long render times, how is that logically possible...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-13, 00:31:59
Nope, I'm not ;) I'm not active in the chaosgroup forums but I have the same nickname there as I have here. But I'd like to see the discussion between those two, so if you want to drop me a link.. ;)

One reason why I'm not active there is the exact thing you are mentioning: too many "professionals" doing tutorials and """pro-""" tips containing total nonsense. There are a bunch of good ones out there but I've seen too many people people talking about fast render settings and then proclaiming that it would be a great idea to set the "number of passes" parameter in LC to 4 -_-

Btw, I tried to reach you via PM but it seems you have blocked PMs here on the forum. Wanted to ask if you were interested to test the A6-ready converter version with some of your scenes. Just some quick tests if everything works so far.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-02-13, 00:35:42
Sorry about that... there were too many people sending me private messages, and I get hundreds of them monthly on FB, Behance, everywhere...I just can't use that form anymore. Everyone asks the same thing over and over and over.
I am not testing the dailies though, so I am not sure if I could be useful, not much time and I am always bit afraid. Maybe I should try it.

Heh well, then I was wrong :- ) Maybe it's Rawalanche then? Must be someone from here :- D Since he mention influencing Corona's UI. Here's the thread:

http://forums.chaosgroup.com/showthread.php?76203-Ideas-on-making-V-Ray-s-sampling-UI-more-intuitive
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-13, 00:44:38
Haha, well, that's the good thing if you're the scripting monkey :D No one asks questions as long as the software works ;)
No problem, I thought you would be using the dailies but I can understand that you're preferring to use one stable build (especially for commercial work).

Thanks for the link, looks entertaining - especially in relation to 3.0's new interface which is such a pain in the a**.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2014-02-13, 01:00:02
nice read, again with the mentality "i became somehow proficient with it, so stop improving it, it must be good enough now" ;)

edit: nice one:
Quote
Recon442, just out of interest - what is ridiculous or complex on the dome light workflow?
more easy i almost cant image?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-02-13, 01:11:17
Yeah I am really tired of the dissmisive attitude that if you dislike something it must be because you're beginner obviously. But it's the fanboys though.. the Chaos team is often very reasonable, almost submissive :- ). If there's one thing you and Vlado have similar, it's you both seems to have too much time to spend on forum instead of coding :- D just kidding..no ban please
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ludvik Koutny on 2014-02-13, 09:00:57
Yeah, Recon442 is me...  old nickname that i used way before i came up with the new one. I created that account ages ago, and got it activated to all sections once i started to use Vray at work.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: astudio on 2014-02-14, 10:47:20
:)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2014-02-18, 14:25:15
Is this normal? I'm using the last build of corona ( Feb 17 2014 )

Thanks
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-18, 14:27:24
Yes, since v0.14 does not work with the dailies. You can send me a PM and you'll get a A6/dailies converter version.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2014-02-18, 14:37:01
In my work all works in vray Im the pioneer whith Corona, and all days I use this tool to convert my partner's works.

Thanks so much!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: fellazb on 2014-02-18, 20:10:12
I also believe this material convertor is a superbig plus to have for Corona and an absolute must have tool to bring more enthusiasm to new Corona users. I read today that the NOX renderer now also have a script to convert Vray scenes to NOX so I guess a lot more people are also giving that a try. Not me though, I stick to Corona :)

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-18, 21:20:46
The problem with converters is that people often use it without knowing the implications of it. You should know how Corona and it's materials work to be able to achieve fast and nice results with (or without) the converter. It's necessary to check the materials after the conversion to make sure everything's fine and doesn't lead to slow renderings. If people don't do that, get bad render times and have the impression that it's a bad renderer then it doesn't really help corona - but if people actually understand how to use it, it may help corona attract more professional users.
I have the impression that there are currently more of the 2nd group than of the 1st group, but actually it's quite hard to tell. I can only say that (at the time of this post) the converter has been downloaded about 6200 times (+ some more when I was not yet counting).
Apart from that I think that it's a very important thing to be able to convert and test scenes you already have when you're trying a new engine. I actually wrote the script to test my cathedral, and that's the reason why I was so impressed from corona - it managed to render a scene which seemed impossible to be rendered in another engine at this time.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjduncs on 2014-02-23, 08:37:17
Just wondering how to deal with Laubwerk trees material conversion.
They crash max when you try and convert the vray mats they create. If you import tree with A+D shader then it renders but ot very well and it also crashes when trying to convert. Obviously they are linked to the pluggin even after creation or something.

Do you have to convert the tree to mesh/proxy and then convert their material or can you do it some other way that maintains the laubwerk modifier control over viewport performance, detail etc  (which would be ideal).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: gabrielefx on 2014-02-23, 10:21:27
is it possible to add vray lights conversion?

for example from legacy Max vrayshadow ies to Corona ies,

and ies vraylight to Corona ies.

regards
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-23, 12:26:44
Just wondering how to deal with Laubwerk trees material conversion.
They crash max when you try and convert the vray mats they create.
I have installed the free sample demo from their website to test it.
It works fine here. You may have to wait some seconds for conversion (every tree takes a while) which seems to be caused by their questionable multi/sub-object material setup which includes a material at id 1000 - and that causes the multimaterial to expand to 1000 submaterials (in my case 985 empty slots) when converted - where I will have to check if I can change that. You can set back the count to x and it looks like before with Corona mtls (see screenshot).
Are you sure it crashes max or does is just take very long? Check your taskmanager if max is still calculating.

Btw, little offtopic but I don't seem to understand this product. My laubwerk tree looks really ugly, is that normal (other attachment)?


is it possible to add vray lights conversion?
There is a lights conversion script in the same category here in the forums. I don't know how good it works or how up-to-date it is, but afaik it should do exactly that.

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjduncs on 2014-02-23, 14:13:52
Hmm, I'll have another go.
Did you keep the Laubwerk tree as a laubwerk tree or convert it to editable mesh before converting?
It worked for me once i converted to tree to a mesh (and had 999 multi/subs!), but when i tried to convert it when it was still a laubwerk thing it crashed.

Trying again now.

And yes, the trees do seem ugly so far, but  think the opacity maps arent working for me at the moment.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjduncs on 2014-02-23, 14:33:32

It worked converting the material on the Laubwerk object this time around. Even works changing the seasons.

Only thing that is an issue is the opacity maps. They wouldn't work as bitmaps running straight into the opacity slot, i had to run them through a CoronaMapOutput before they worked. Odd.

Also, adding some reflectivity and bump to these mats seem to make the trees look a lot nicer (especially once the opacity map starts working! hah)

Thanks for your help!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-23, 14:38:24
I was just typing an answer to your previous question.. ;)
Anyways, glad it works now. About the opacity maps: I didn't look any further into the materials so I've no idea what it could be (and I already uninstalled this plugin ;) )
What I meant with "ugly" was the trunk geometry - that's really surprisingly bad, especially at the root.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjduncs on 2014-02-23, 16:02:34
Yeah that screenshot you posted of that trunk earlier was horrible. Just a bunch of intersecting cylinders!

Anyway, thanks again.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: ardiarqui on 2014-02-25, 21:26:05
downloading, thank you, greetings
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: MPVIS on 2014-02-27, 23:37:22
Is it normal to get 1cm distance value in absorption every time I convert Vray materials? Should I leave it like that or change this value back to 0?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-28, 00:37:07
It should not matter if the absorption color is white - but I fixed it anyways ;). Now, if Vray's fog color is white no absorption values are converted. And btw, I fixed the multiplier -> distance conversion too. Now it's calculated inverse which seems to be more or less right.
Fixes will be available in the next version, thanks for reporting :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: MPVIS on 2014-02-28, 00:58:12
OK thanks. Another thing I've noticed is that sometimes converter sets reflection IOR value very high like 999 and reflection color to pure black but it should be a little reflective like mid grey ior 1.6 or something.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-28, 10:24:55
Ior value of 999 means that fresnel reflection was disabled in the original VrayMtl. It's corona's way to disable fresnel reflections.
Reflection color should be mapped 1:1. If it's not the case and it has not been converted properly please post a matlib here with the original and the converted materials in it :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: MPVIS on 2014-02-28, 10:58:42
I've just checked it and you are right, frosnel is turned off in those Vray materials. Is it possible to make it converting no fresnel to IOR 1.0 or default 1.6 or it is not correct this way? Sorry to bother you
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-28, 11:14:46
I've had this question about ior 999 several times in the last couple of months and I thought about doing it different but the point is: it is correct the way it's done right now. It is not the most pretty solution but it is the most reliable.
I could write a condition which skips conversion if the reflection color is black AND fresnel is off AND the ior is at vray's default AND no maps are used AND/OR maps are used but disabled AND refraction ior lock [...], but I don't really like that idea because it's not adding any functionality (material renders exactly the same) and is more prone to logical errors.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-28, 17:22:02
I found a way to convert all those hundreds of Autodesk Materials but I don't have any scene here to test it (some autocad export or something "real life"). If someone would like to contribute some testing environment I'd be very happy (and return a working script of course :P)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-02-28, 22:53:16
Ok, implemented. Someone will have to send me some scene to test it or I cannot guarantee anything ;) Those Autodesk materials are so.... autodesk. I don't like them. I made big fat warning messagebox for everyone who uses these in his scene :D

Anyways, if anyone wants to help improve it send me a PM with a max file or a request for the daily builds converter version :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: matador75 on 2014-03-02, 11:36:31
Based on Vray's Scene Converter;
modified/written by Martin Geupel (http://www.racoon-artworks.de)
VrayCompTex conversion by gover_gol (http://www.gg3dcg.ru)
Feel free to modify Material conversion functions for your needs.
You can also expand the Script in any way you like,
just please leave the original script header untouched.

The Script will be continuously updated. You will find the latest versions and the changelog at the page linked below.

(http://www.racoon-artworks.de/CoronaMatConverter/CoronaMtlConverter.jpg)

To Download the latest Script versions click here:
> > Corona Material Converter (http://www.racoon-artworks.de/CoronaMatConverter/CoronaMaterialConverter.html)


_________________________________________________________________________________________
how can i convert my vray project to corona ???
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-02, 11:52:09
just click the "Start converting" button  O_o
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-03-02, 14:47:49
So bizarre.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjduncs on 2014-03-02, 15:12:30
You should really implement a more self explanatory button.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: hrisek on 2014-03-04, 12:16:31
Hello
In new CONVERTER script (0.15) i found that EVERY material (vray material) with DISPLACEMENT, after conversion to CORONA material has displacement TURNED ON and amount is from 0 to 254. This option is totally crashing all my scenes, because after i hit render i'm getting huge furnitures with totally crap size of displacement - every model is resized circa about 254 cm and is filling all camera space with this amount of displacement...Carpets are huuuuge:) is possible to add option to script to TURN ON or TURN OFF displacement in materials or some possibility to set of min and max amount od displacement in script?
Thank you in advance
Krzysztof Czerwinski
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-04, 12:34:23
In new CONVERTER script (0.15) i found that EVERY material (vray material) with DISPLACEMENT, after conversion to CORONA material has displacement TURNED ON and amount is from 0 to 254.

If it's turned on in the original VrayMtl it's also turned on in the resulting CoronaMtl ;-) There is no other way to disable displacement but switching off the displacement texture. I also cannot convert Vrays material displacement amount to corona since (if..) Vray displacement is set to "relative to bbox" (by default) in the rendersettings and it does not make any sense whatsoever to try to make a useful guess about what it would be in centimeters for the corona material. So the only real useful idea would be to clamp the max level to some lower value - but I would suggest to ask keymaster for that, doesn't seem to be a good default anyways. I'd go for 5 cm or something.
So, I understand your problem and I will think about adding some displacement options (max level, global on/off) - but still, a less intense default would help a lot.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: hrisek on 2014-03-04, 13:15:07
But i have probably 20-25 materials in scene with displacement turned ON, and some of them are made by other people (models  taken from commercial collections). No i have to find ALL of them, and click by clik turn off displacement or change max amount...I spent 2 hours to find ALL materials in my scene (materials with displacement turned on)...it's annoying :(
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-04, 13:19:45
Yes, sure, as I said, I'll most likely add an option to turn them off in the converter.

For now you can use this little maxscript snippet to turn off all displacement maps in the whole scene
Code: [Select]
for mat in (getclassinstances CoronaMtl) do mat.texmapOnDisplace = off
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: fobus on 2014-03-05, 04:37:20
In new CONVERTER script (0.15)

Can You tell us where are we can find this version please.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-05, 09:53:39
It is not yet public because it requires the daily builds. If you are using daily builds and want to test it you can drop me a PM :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-07, 12:08:36
No i have to find ALL of them, and click by clik turn off displacement or change max amount...
Both implemented.

is there a way you can update the converter to convert whatever material in a scene to a default corona material even if it cant convert the material to its corona version.?
I've added a way to convert specific material classes to CoronaMtls since I didn't want to create a "whitelist" of working Materials for Corona. You can select all material types you want to convert to Default CoronaMtls and press the button ;) I would appreciate if someone with access to the daily builds (+ v0.15 converter) would try it :)

There are a lot of material classes in there which are not exposed to the max UI, like "LockedMaterialWrapper" and "NoMaterial" etc. I tried converting them and it didn't break anything (as far as I can tell ;) ). But I would feel better if some other people would test it.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-03-07, 12:22:22
Is this mean, that if i don't have vray installed, i will still be able to convert vray materials to generic corona ones?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-07, 12:25:58
Not directly, since the script only lists classes which are available in your max version - I get all subclasses from the "material" class. But there is a class called "Missing_Mtl" which may work for exactly those cases. Normally, classes which are unknown to max are listed as Missing_Mtl.

[Edit] Just tested it with some old Arion Scenes and it works :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-03-07, 12:54:06
Great! Should i PM you to get access to v0.15?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ice_Juice on 2014-03-07, 12:56:03
Hi, DeadClown. does't work converting Mental Ray lights to Corona Lights, this can be done? in 0.15
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-07, 12:59:47
does not work converting Mental Ray lights to Corona Lights, this can be done? in 0.15
It's a material converter, not a lights converter ;)
There is another Script in this sub-forum which does those things.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ice_Juice on 2014-03-07, 13:09:00
oops )))
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-03-07, 14:11:08
Just tried to convert missing material - works like a charm!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: catalinabota on 2014-03-12, 11:52:32
Hello. I am new to corona and to 3ds max also. Could you please tell me where should I put the script for material converter? Or how do I have to install it? Thank you very much.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-12, 11:54:14
You can put it wherever you want :) just choose "maxscript -> "run script" from the menu bar or drag and drop the script file into any viewport.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: antanas on 2014-03-12, 14:34:32
Or you can make it this way - http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ - it's way easier to work with scripts that way I think :)
Btw, great updates for script functionality - max displacement level was really needed, thanks !
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: fellazb on 2014-03-13, 19:26:49
Or you can make it this way - http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ - it's way easier to work with scripts that way I think :)
Btw, great updates for script functionality - max displacement level was really needed, thanks !

That made my day, thanks!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-18, 11:08:36
The converter is now included in the A6 installer. I will, however, keep the download page up to date to provide bug fixings and new functionality.

changelog:
*v.015
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Fibonacci on 2014-03-18, 14:54:17
Hi,

I would like to say thank you for your really good job!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjaz82 on 2014-03-18, 22:57:03
DeadClown you are a master...
compliments working perfect
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: st.germain on 2014-03-19, 10:07:01
hi Deadclown,

thanks very much for this great tool!
where is the new Plugin now integrated?
Where i can find it?

or do i have to still drag and drop it?

thanks
jörg


Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-19, 10:14:15
Thanks guys :)

where is the new Plugin now integrated?
Where i can find it?

or do i have to still drag and drop it?

You can either load it from this page here and drag & drop it or use the one that is located in ...\Autodesk\3ds Max 2014\scripts\CoronaRenderer   . Currently both are the same files ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: st.germain on 2014-03-19, 10:27:58
Thanks guys :)

where is the new Plugin now integrated?
Where i can find it?

or do i have to still drag and drop it?

You can either load it from this page here and drag & drop it or use the one that is located in ...\Autodesk\3ds Max 2014\scripts\CoronaRenderer   . Currently both are the same files ;)


Hi,
thanks! is it also possible to integrate the plugin? i mean as a button?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-19, 11:09:23
Yes, remove the "--" from the first 2 lines and drag and drop it again. It's then installed as macroscript and you can use it as a button or menu entry or something.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: st.germain on 2014-03-19, 12:23:52
Yes, remove the "--" from the first 2 lines and drag and drop it again. It's then installed as macroscript and you can use it as a button or menu entry or something.


thx!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: ronaldjung on 2014-03-19, 16:30:32
Excellent update!

Thank you DeadClown.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjaz82 on 2014-03-21, 16:40:44
i have found a problem with normal map conversion.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-03-21, 16:46:32
You must reload your normal map bitmaps with 2.2 gamma, in order Corona to render correctly.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-21, 17:55:42
i have found a problem with normal map conversion.
So, what is the problem?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-03-21, 20:27:59
Can you add a material lister to it?... it could improve the material conversion times a lot just mass editing materials on the fly.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-21, 21:19:29
Can you add a material lister to it?... it could improve the material conversion times a lot just mass editing materials on the fly.
I'm not sure what exactly it is you want to have but I guess something like that? http://www.scriptspot.com/3ds-max/scripts/modifier-modifier-zorb (http://www.scriptspot.com/3ds-max/scripts/modifier-modifier-zorb)
Code: [Select]
v2.7.04. Added support for Corona Renderer Materials
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-03-21, 22:02:26
Something like that... but that is like killing a fly with a canon...

I was thinking something a little more like this layout.

http://www.scriptspot.com/3ds-max/scripts/material-lister
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-21, 22:14:48
Something like that... but that is like killing a fly with a canon...
Works quite well if you're targeting in more or less the right direction ;)

I see what you want to have but since maxscript does not support dynamic creation of ui elements it's a real pain in the ass. There's a method to do it but I always hated it. You can have a look at the code of this: http://thinkhypothetical.com/blog/maxwell-light-lister/ (http://thinkhypothetical.com/blog/maxwell-light-lister/) to see what a huge effort is needed to make such a thing - and I don't really see how this whole thing is really useful. I don't batch-edit materials very often. And If i do I can't do it with such a "simple" script.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjaz82 on 2014-03-22, 00:00:15
i have found a problem with normal map conversion.
So, what is the problem?

the problem is a conversion.. the script not convert max normal map to corona normal map..
but i haven't tried romulus solution
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-22, 00:16:52
It's working fine here, you have to be a bit more specific of what exactly does not work. Do you mean the "normal bump" map or something else?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: CeBeP on 2014-03-23, 03:49:36
Script is not converting VRayDirt maps to CoronaAO anymore - its still VRayDirt, but attached to CoronaMtl after converting. Is it only my problem? Could somebody test it?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2014-03-23, 06:10:33
Script is not converting VRayDirt maps to CoronaAO anymore - its still VRayDirt, but attached to CoronaMtl after converting. Is it only my problem? Could somebody test it?
i have the same problem
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: antanas on 2014-03-23, 10:19:39
Strange, it works here - maybe you both got some cyrilic material/map names or something, that may be stupid suggestion and I don't know if that matters to the converter at all, but at least if there are some cyrilic names in those materials it may be worth trying to rename those before converting to see how it fares then.   
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: CeBeP on 2014-03-23, 10:34:57
Maybe. I'm just keep using 0.14, a little bit rewrited to work with A6 ))
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-23, 11:34:24
Works here, but there may be a very specific error in your case which is suppressed by the try/catch expression around it.
@xt13r or @CeBeP  can one of you send me a material that is not working? as a matlib oder maxfile. I'll fix it asap.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjaz82 on 2014-03-23, 13:36:32
It's working fine here, you have to be a bit more specific of what exactly does not work. Do you mean the "normal bump" map or something else?

if you want i can send you the model that has the problem

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-23, 13:40:30
if you want i can send you the model that has the problem
Yes, that would be helpful. Pre-conversion and post-conversion if possible :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: jjaz82 on 2014-03-23, 18:46:00
your mail?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-03-23, 23:08:04
Back in the days i use this useful script to mass tune converting huge scenes from Standard to Vray, now i'm converting from Vray to Corona.

Very usefull to fine tune materials on mass scale.

Like you said it may be a pain in the ass to add something like that to your (extremely useful by the way) converter (i have not knowledge of maxscript whatsoever) so i let this lines of code here so maybe you can understand how to achieve such thing.

Is a more friendly way to edit materials than the Zorb script (more newbie aimed). XD.


Greetings
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-24, 19:33:40
your mail?
You got a PM :)

Like you said it may be a pain in the ass to add something like that to your (extremely useful by the way) converter (i have not knowledge of maxscript whatsoever) so i let this lines of code here so maybe you can understand how to achieve such thing.
Thanks for sharing this script, it's throwing errors here and unfortunately it doesn't say who wrote it but as you can see, this one has about 3 times as much code as the whole material converter :D Guess why...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-29, 00:59:50
I just fixed a massive slowdown (you can't even call it this way anymore) when the script is used in scenes with several thousands of objects all using one or several multimaterials. It was one of the last remains of what I used from the original vray scene converter and I replaced it with something faster - hopefully still working fine. It's now just a couple of seconds, instead of minutes (or hours...). Did someone actually ever use the corona mtl converter with such a scene :D ?

Please report if there are any (new?) issues.

changelog:
*v0.16

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-03-29, 01:33:20
I can test it against scenes with huge material count on monday. Great work.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Utroll on 2014-03-29, 23:52:45
Did someone actually ever use the corona mtl converter with such a scene :D ?

I experienced that symptom while converting laubwerk tree, the converter felt like converting all potential slots (9999 per multimaterial) while only 7~9 were used. But I'm not sure it-s same situation as you described or a specific case.
I'll check on monday.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-03-30, 00:01:32
I experienced that symptom while converting laubwerk tree, the converter felt like converting all potential slots (9999 per multimaterial) while only 7~9 were used. But I'm not sure it-s same situation as you described or a specific case.
I'll check on monday.
It's actually doing something like that. However, this is not correlated to the issue mentioned above but it loops through all submaterials up to (afair) ID 1000, which they used. I don't know why laubwerk did such a thing but imho it's not a very smart design.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-04-01, 20:41:07
A little stress test with v 0.16

45 seconds in total.

Greetings
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-01, 20:51:18
Nice! I think 45 secs for that amount of mats is ok. Thanks for testing :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-03, 22:50:29
Little bug fix update.

changelog:
*v0.17
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Paul Jones on 2014-04-03, 23:26:48
Deadclown, it's things like this script that make using Corona even more of a pleasure, all running really well on everything I throw at it hear (apart from fr-cc)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-04-03, 23:54:32
Deadclown, small request:
Can you add the possibility to have a manual input for maximum Fresnell IOR?

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-04, 10:06:45
Deadclown, it's things like this script that make using Corona even more of a pleasure, all running really well on everything I throw at it hear (apart from fr-cc)
You mean fR's ColorCorrect? Seems to work fine here, but I could consider a conversion (as far as possible) if there is a problem.

Can you add the possibility to have a manual input for maximum Fresnell IOR?
I'll see if I can find a way to implement such a feature in a useful way :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-04-04, 11:34:20
Thanks =)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: radiosity on 2014-04-09, 17:21:08
Features request : convert VrayColorMap in Corona Solid Tex
sorry for my poor language...
radiosity
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-09, 22:47:20
Features request : convert VrayColorMap in Corona Solid Tex
Added to the todo list
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Okmijun on 2014-04-11, 09:22:08
Hi,
This is my first post, so hello to everybody here on forum!
...
My Q:
Is it possible to convert, back Corona mats to Vray mats?
Thanks!!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-11, 10:08:34
Is it possible to convert, back Corona mats to Vray mats?

Currently not. I'm also not sure if I will ever implement that - at least no full conversion of everything back to Vray (like corona maps etc)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Okmijun on 2014-04-11, 11:07:42
Thanks! Good to be informed...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-04-11, 13:55:40
There is no way back from corona. XD.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: shadowman on 2014-04-11, 14:38:26
There is no way back from corona. XD.
True. But sometimes there is a need to share some models for VRay users.
So..
Will be great to have at least a tool for basic reverse conversion.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: kahein on 2014-04-16, 11:35:17
Is it possible to convert, back Corona mats to Vray mats?

Currently not. I'm also not sure if I will ever implement that - at least no full conversion of everything back to Vray (like corona maps etc)

Maybe you could look at this script and set the link for good conversion
https://corona-renderer.com/forum/index.php/topic,3367.0.html
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-16, 12:05:32
I'm not really familiar with the multyconverter script but afaik it's just doing "A -> B" right? No value conversions or "if A then B+C" statements or something like that. I don't really find that useful.
Anyways, I'll see what I can do when I find some time to do it.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: arsenic_56 on 2014-04-30, 11:39:54
Hi,

I don't see it on the topic but conversely can we convert CoronaMtl to VrayMtl ?
Because i setup a scene whith corona and at rendering it's very fast ! but i wood like to see how many times my scene take in vray too see the difference !
It's possible ?

(Sorry for my bad English i'm French x) )
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-04-30, 13:35:06
Sorry, currently not possible. It has been requested a couple of times now but I don't really understand how useful it would be - at least if it's only converting a corona material to VrayMtl or Arch&Design... what about Light materials, renderer specific maps, lights, proxies, etc. It would be necessary to completely reverse the converter - for every renderer.
So in my opinion it doesn't make much sense to just convert one material class to another (CoronaMtl > VrayMtl or Arch&Design), but I just don't have the time (and the will) to do a full reverse conversion for Vray and MR.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-05-06, 11:15:58
changelog:
*v0.18
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2014-06-11, 22:36:37
Hi Martin.. would it be possible to make defuse texture visible by default after converting material to corona? Thank you..

Btw Normal to CoronaNormalTex does not work.. not sure if you have this feature added..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-06-11, 22:52:53
Hi Martin.. would it be possible to make defuse texture visible by default after converting material to corona? Thank you..
It would be possible, but I'll never do that. It would make the process a lot slower, and most people may not even know it's on. Plus, if you're converting a big scene with lots of maps (maybe to much for your local machine) every map would have to be loaded into ram (for displaying) - that's something you wouldn't want most of the time, at least I don't ;-)

Btw Normal to CoronaNormalTex does not work.. not sure if you have this feature added..
mhh... "normal Bump" -> "coronaNormalTex" works fine, so does "VrayNormalMap" -> "coronaNormalTex"
what exactly does not work?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2014-06-11, 23:44:23
Hi Martin.. would it be possible to make defuse texture visible by default after converting material to corona? Thank you..
It would be possible, but I'll never do that. It would make the process a lot slower, and most people may not even know it's on. Plus, if you're converting a big scene with lots of maps (maybe to much for your local machine) every map would have to be loaded into ram (for displaying) - that's something you wouldn't want most of the time, at least I don't ;-)

Btw Normal to CoronaNormalTex does not work.. not sure if you have this feature added..
mhh... "normal Bump" -> "coronaNormalTex" works fine, so does "VrayNormalMap" -> "coronaNormalTex"
what exactly does not work?

Thanks for your reply..  its boring to see plane models without defuse map after converting :(  May be activate defuse map button after converting will work?

Btw as far as CNT concerns for me  "normal Bump" -> "coronaNormalTex"  does not work when I convert material from vray (selected obj) and then pick material and go to edit material.. I get error which ask me to replace those map with coronaNormalTex .. tried on 2011 and 2013.. Vray version 2.0.02 and 2.4.. thanks..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-06-12, 01:11:48
Thanks for your reply..  its boring to see plane models without defuse map after converting :(  May be activate defuse map button after converting will work?
uhm.. there is a "show maps in VP (slow)" button for this under "tools", just use this one ;) It works after conversion.

Btw as far as CNT concerns for me  "normal Bump" -> "coronaNormalTex"  does not work when I convert material from vray (selected obj) and then pick material and go to edit material.. I get error which ask me to replace those map with coronaNormalTex .. tried on 2011 and 2013.. Vray version 2.0.02 and 2.4.. thanks..
Yes, maps are only converted in the default mode, the two other modes (selected obj and selected MatEditor slot) are only for debugging material conversions, they are not doing map conversions. I should remove those 2 in the next version.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2014-06-12, 01:21:10
Thanks for your reply..  its boring to see plane models without defuse map after converting :(  May be activate defuse map button after converting will work?
uhm.. there is a "show maps in VP (slow)" button for this under "tools", just use this one ;) It works after conversion.

Btw as far as CNT concerns for me  "normal Bump" -> "coronaNormalTex"  does not work when I convert material from vray (selected obj) and then pick material and go to edit material.. I get error which ask me to replace those map with coronaNormalTex .. tried on 2011 and 2013.. Vray version 2.0.02 and 2.4.. thanks..
Yes, maps are only converted in the default mode, the two other modes (selected obj and selected MatEditor slot) are only for debugging material conversions, they are not doing map conversions. I should remove those 2 in the next version.

Thank you for your answers.. would it be not possible to make it work for (selected obj and selected MatEditor slot)? Thanks :)

And why this topic is not under Corona Goodies anymore? :) Few people having hard time to find the script.. got some messages on FB.. :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2014-06-12, 09:53:08
hm, who moved the topic from goodies?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-06-12, 11:05:32
Thank you for your answers.. would it be not possible to make it work for (selected obj and selected MatEditor slot)? Thanks :)
It is possible but I don't want to do it, it's already critical for materials but maps would be chaos. I'm converting all instances of this map/material. So if several other mats are using this map, those will be converted as well, everywhere in the scene. I could also break instancing, but imho that doesn't make any sense. So I just support map conversion if you're converting the whole scene.

hm, who moved the topic from goodies?
I thought you did? I was wondering myself, but after A6 it was in general discussion, thought you did it because it's included in the official installer.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2014-06-12, 11:49:50
well you still do the development and support, so I still consider it user contribution ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: artmaknev on 2014-06-16, 22:28:32
extremely helpful script!
but what is the latest version?
I still use 0.14
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: artmaknev on 2014-06-16, 22:29:59
Ooops! stupid me! its one the first page! hehe, found!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: modern_babylon on 2014-07-01, 00:41:22
Hi Guys,

Is build 0.19 up somewhere yet? Congrats on A7!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-07-01, 00:50:15
If you have A7 installed, then you'll find it in your 3ds max scripts folder.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: modern_babylon on 2014-07-01, 01:02:30
Thanks Romullus, just found it. I probably should have looked first :/
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-07-01, 19:11:39
For the sake of completeness. v0.19 is included in A7 but I'll make the changelog note here anyways.
Just a little update, wish from Adam ;)

changelog:
*v0.19

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: modern_babylon on 2014-07-02, 01:32:10
As previously mentioned, it was already in the file as I found out as soon as I opened MAXscript, but for the sake of politeness, Thanks again Dead Clown :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-07-10, 23:27:12
For the daily builds users (2014-07-10), others can update too but the new feature won't work for them ;)

changelog:
*v0.20
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: arqrenderz on 2014-07-17, 17:48:04
Hi, is there a way to make te corona converter a button? (one that can be on the command panel) Or on the Quad menu?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-07-17, 18:21:42
Open the script file and replace..
Code: [Select]
--macroScript CoronaMtlConverter
--category: "Corona Renderer"
...by...
Code: [Select]
macroScript CoronaMtlConverter
category: "Corona Renderer"

Then rename the script to .mcr and put it into either (last one preferred)
"C:\3ds Max 2014\MacroScripts"
or
"C:\Users\yourUserName\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros"


then restart max.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: ronaldjung on 2014-07-19, 16:33:34
DeadClown

To me, your script is so importante than the corona itself, it made my transition from mentalray almost instantly. The hability of convert a hole scene in a few minutes made me abandon mental ray in last than a week after knowing Corona, and even the olders projects that i need do revisit, I passed to convert to corona.

So, thank you so much!

Corona is the best and so do your script!

I'm very greatfull.

Ronald
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-07-19, 16:36:25
I'm glad to hear that! Thanks for your feedback :) Don't hesitate to let me know if there's something that can be made better ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2014-08-01, 01:47:52
Totally agree with @Ronaljung

Without this script the move from Vray would never have happened. We have literally 1000s of assets in vray format and (at the time) current projects in Vray. All of which with a single button press was working in Corona.

Corona is working really well for us here, but the real hero of how that happened is your script. 

I have a small request, that im not sure if is possible to change.  Sometimes when converting really high IOR or high reflective materials from Vray, the script makes a corona material with IOR 999.99 and I understand that this may technically be correct, but it looks very odd when rendering. You get some intense highlights often. I personally fix this by changing the IOR back down to like 16-32 but in reality I think it would be perfect if the script just put it to 32, instead of 999 ? 
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-08-01, 10:44:10
I have a small request, that im not sure if is possible to change.  Sometimes when converting really high IOR or high reflective materials from Vray, the script makes a corona material with IOR 999.99 and I understand that this may technically be correct, but it looks very odd when rendering. You get some intense highlights often. I personally fix this by changing the IOR back down to like 16-32 but in reality I think it would be perfect if the script just put it to 32, instead of 999 ? 

I'm really glad that you find this script so helpful, that makes it a pleasure to maintain :)

mhh... yes, I get this request a lot, it's time to do something about it. I think I'll add an option to override the non-fresnel conversion. Instead of 999 you'd have a spinner and a checkbox to override it to whatever you want.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: CiroC on 2014-08-01, 11:13:05
DeadClown thank you so much for your hard work. This script is getting better and better. I have a small request :D

What do you think of not only converting the materials, but also having the option to convert Vray proxies? I know that there is already a script that do that, but it would be great to have everything combine into a single script.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-08-01, 11:35:49
Well, I think: Better make a tool that does 1 thing great than a tool that does many things halfhearted. There are already 2 proxy converters out there and I don't think it would be a good thing to start another one. I understand that it'd look convenient but I they are doing pretty different things and I you'd have to think about paths and file handling and stuff like that - which requests user input and makes the process much more difficult.
I don't use proxies very often so I may not be the best choice to do something like that anyways ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: CiroC on 2014-08-01, 12:11:43
Thanks for the reply DeadClown. This idea come to mind yesterday while I was converting an old scene and after converting the materials I realized that the proxies were missing. Anyway, keep the good work :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-08-15, 01:03:22
Love the new functionality ! Esp. the "show maps" :- ) Makes everything so much better.

What is the reason behind the plugin not placing itself directly into macro script but needing to replace those two lines first. It's only very small hassle but I presume everyone would like to create button from it ?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-08-15, 10:07:44
Well, the idea behind it was that people can just drag & drop it from anywhere they have saved it to. I learned that people are often confused by macroscripts ("I ran the script but nothing happens!!!"), especially beginners. You have to place macroscripts in a specific folder and many people are just not reading any readme or description at all. So to make things fool proof , I made the macroscript part optional.
But as far as I know, it will be included in the final commercial version as a macroscript, like the proxy converter ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: naeq on 2014-08-20, 11:32:32
Great Script! Thanks!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: moadr on 2014-09-18, 13:58:05
I have searched for it in the forums, but couldn't find a report about it, so I just let you know my remarks :)

First and foremost I would like to say a big thanks to you for this amazing script. It works really well and as most of our resources are in vray format, it would be impossible to do the everyday work without it. So thank you! :)

What I recognized is, when you convert materials, somehow it can't convert the bump value properly, as it was setup before in vray. Most of the time I get values like: 0,333 / 0,666 / 1,66, etc. With all the other maps in the materials it converts to the proper value, but with the bump it doesn't work correctly. In my understanding this doesn't seems like as a big problem, maybe just a minor thing that is not working the right way, but can make a big mess.

Can you have a look at it please? :)

Thanks!

All the best,
Adrian
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-09-18, 14:20:30
I'm glad you find it helpful :)

What I recognized is, when you convert materials, somehow it can't convert the bump value properly, as it was setup before in vray. Most of the time I get values like: 0,333 / 0,666 / 1,66, etc. With all the other maps in the materials it converts to the proper value, but with the bump it doesn't work correctly.

It's one of those decisions I had to make when I was thinking about the "most useful" and "least harmful" method to convert bump ;) .
The converter divides the bump value which is set in Vray by 30.0. That means, if you're converting a default VrayMtl it will convert to a "default" CoronaMtl, at least concerning bump values.
On the one hand (personally) I think 1.0 is (always!) too much bump in a CoronaMtl (30 is too much for vray mtls too, most of the time), on the other hand, you never know what users did set for bump and how careful they were. If I convert my own Vray mtls - which are using around 5.0 to 10.0 bump value - it comes out a little too weak, but for other people, which are using bump values of 50.0 or more it is still way too much for corona and looks aweful.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2014-09-24, 02:00:37
Any updates on the limiting the IOR values when converting vray materials?  The 999.99 causes a lot of issues.  Thanks
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-09-24, 07:14:55
Hi snakebox!...
A workaround for now... a small pretty clever script called SlateConnector.
http://www.scriptspot.com/3ds-max/scripts/slate-connector

It can batch edit Corona materials on the Slate editor... pretty handy. You can just select a bunch of materials and add a IOR slider to all of them at once, check it... worth a try.

(Waiting for a IOR checkbox "Apply a Defalut IOR of ---enter magic number here-- for materials whitout it"... cause EVERYTHING HAS FRESNEL!!!!... XD).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-09-24, 10:39:22
Any updates on the limiting the IOR values when converting vray materials?  The 999.99 causes a lot of issues.  Thanks

It will be included in the next version (which will be released when there's more stuff to be implemented).
Until then you can use this code snippet to clamp IOR values:
Code: [Select]
for mtl in (getclassinstances CoronaMtl) do( if mtl.fresnelIor > 25.0 do mtl.fresnelIor = 25.0 )
or set all mtls which have an ior of 999.0 to some arbitrary value
Code: [Select]
for mtl in (getclassinstances CoronaMtl) do( if mtl.fresnelIor == 999.0 do mtl.fresnelIor = 25.0 )
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davius on 2014-09-24, 15:59:44
Hey DeadClown! Thanks for your tips on ScriptSpot! I will try to make my head around your code since I'm no Maxscript expert by no means (guess it shows on the script body :P ) and my main concern was making the script "work" at first.

Currently, the new version (0.3a, still unreleased) changed the way you select and change your materials selection. As of now, the script isn't "fool proof" and the properties and methods of the SME are pretty limited. One serious limitation is that you can't change the properties or assign nodes using SME commands (basically all you can get is the node's name and position on Slate) - you need to first select the material and it's done using an array that collects all classinstances of CoronaMtl type and compares the names of those materials to the names of the nodes selected on the SME. As you know, you CAN have materials with the SAME name on Slate (but not on Max's scene) and this alone is a possible "bug".

If AD exposed more methods and commands to the SME, maybe it would make the script even faster and more direct.

Cheers! And thanks a bunch!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-09-24, 18:59:47
Hey DeadClown! Thanks for your tips on ScriptSpot! I will try to make my head around your code since I'm no Maxscript expert by no means (guess it shows on the script body :P ) and my main concern was making the script "work" at first.

You're welcome ;)
No worries, as long as it does the job and you constantly improve your scripting capabilities you're on the right track :)

I had a look at the SME interfaces. Holy ****!. I never liked Slate, now I know why! =/
I might try testing all scenematerial instances with the "<Interface>GetNodeByRef <maxObject>ref " method and see if their selected property is true.. but... seriously Autodesk? That is really stupid.


P.S. we should continue our conversion elsewhere, not necessarily in this thread ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: davius on 2014-09-25, 04:17:52
Just sent you a PM, DeadClown. Let us be friends :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: nehale on 2014-10-10, 17:45:57
I was wondering, would it be possible to make this script work the other way around? as in convert corona materials to vray?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2014-10-10, 18:03:43
I was wondering, would it be possible to make this script work the other way around? as in convert corona materials to vray?

No. It is the way to come back to hell))
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-10, 18:44:48
No. It is the way to come back to hell))

That's one of the problems :D

The other thing is that it's not always easy to reverse the process. There's some kind of information loss involved, so in most cases it would work fine (basic parameters) but others may just be lost during the process (it's obviously also happening from vray or mr to Corona).
But maybe the most important reason NOT to do it is that it would cost me a lot of time - time where I do not really see much benefit investing it. It may help a handful of people to compare the two renderers but it wouldn't be as much used as the converter now.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-17, 16:08:20
New version is up

changelog:
*v0.21
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-10-18, 00:24:40
I'm glad you find it helpful :)

What I recognized is, when you convert materials, somehow it can't convert the bump value properly, as it was setup before in vray. Most of the time I get values like: 0,333 / 0,666 / 1,66, etc. With all the other maps in the materials it converts to the proper value, but with the bump it doesn't work correctly.

It's one of those decisions I had to make when I was thinking about the "most useful" and "least harmful" method to convert bump ;) .
The converter divides the bump value which is set in Vray by 30.0. That means, if you're converting a default VrayMtl it will convert to a "default" CoronaMtl, at least concerning bump values.
On the one hand (personally) I think 1.0 is (always!) too much bump in a CoronaMtl (30 is too much for vray mtls too, most of the time), on the other hand, you never know what users did set for bump and how careful they were. If I convert my own Vray mtls - which are using around 5.0 to 10.0 bump value - it comes out a little too weak, but for other people, which are using bump values of 50.0 or more it is still way too much for corona and looks aweful.

I noticed the same I wondered what was the reason. I think 30 is too low number, it seems like two different values are being compared, default Vray (30, but it's really just random number), and maximum Corona (1.0). I think that perhaps it should be the same value to same value (1.0=100) so divide by 100 instead.
I don't think it got the bump value right in either case I always have to lower it. At average, I find Corona more "sensitive" (in way that bump artifacts/general noisy ugliness) appears sooner, so I use way lower values than I do in Vray. But at lowest, I would divide by 100, not 30.

The way it is always creates incorrect stuff with maps that are 1=100 for reason, like normal map. After conversion, it ends up being 3.333, 330perc. stronger than it should be.

Maybe there should be a field/option to choose what is the division number (optional).

I agree that 30 for bump (not normal, edge or other maps which are supposed to be "full" ) can be too much in Vray, but it's equal to 0.3 in Corona, not 1. The same ugliness starts at 0.3, not 1.

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2014-10-18, 14:35:09
Thanks for the new update, also i would like to see a  conversion button for CoronaNormatex instead of simple Normal map in the scene to avoid the alert message.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-18, 14:56:45
Thanks for the new update, also i would like to see a  conversion button for CoronaNormatex instead of simple Normal map in the scene to avoid the alert message.

Alert message? There should not be any message at all, if there is it is likely that it's a maxscript error (a bug). I also don't understand what you are proposing, there should be no user interaction needed for anything normal map related - it should all convert automatically.

The way it is always creates incorrect stuff with maps that are 1=100 for reason, like normal map. After conversion, it ends up being 3.333, 330perc. stronger than it should be.
That's right, I didn't think about that - a good reason to change the behavior. Will be updated in the next version. Thanks for noting :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2014-10-18, 15:46:21
Thanks for the new update, also i would like to see a  conversion button for CoronaNormatex instead of simple Normal map in the scene to avoid the alert message.

Alert message? There should not be any message at all, if there is it is likely that it's a maxscript error (a bug). I also don't understand what you are proposing, there should be no user interaction needed for anything normal map related - it should all convert automatically.


Well I used v20 to convert the scene and the normal map alert message still appear.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-18, 15:57:41
That's odd since the code for the warning has been deactivated back in v0.14 and even been removed later. There is no way it could happen in v0.20. Are you sure you are using the correct scriptfile?

The only warning / message box that is still in there is for Autodesk Materials.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2014-10-18, 16:04:32
That's odd since the code for the warning has been deactivated back in v0.14 and even been removed later. There is no way it could happen in v0.20. Are you sure you are using the correct scriptfile?

The only warning / message box that is still in there is for Autodesk Materials.

I've used some Railclone sidewalk models ( vray mat ) and then converted with v20 and the Normal map still in their mats.

i'll try again in a new simple scene with these models and let you know.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2014-10-18, 16:14:03
Ok after testing the same model in a new empty scene, v20 did convert it correctly with the Coronanormaltex, well that's weird because i did the same in an exterior scene ( roads car palms dunes etc ) and it converts only to Corona mat but it kept Normal map in bump slot :/
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-18, 16:21:01
I thought about it and there might actually be a problem =/
I don't have any experience with railclone so far but for example forestpack is referencing it's materials in a way that the converter can not always convert them. If they're explicitly assigned to the material slots in forestpack then they are somehow not caught by the routines I use to grab every (other) material / map in max. You can pass this problem by clearing out the material slots in fp (so they take the ones that were assigned to the scatter objects) but I don't know how railclone is handling it.
It could also be the case that it works as long as those materials are still in some material editor slots. Problem is: I can't do much about it..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Chakib on 2014-10-18, 18:22:44
I thought about it and there might actually be a problem =/
I don't have any experience with railclone so far but for example forestpack is referencing it's materials in a way that the converter can not always convert them. If they're explicitly assigned to the material slots in forestpack then they are somehow not caught by the routines I use to grab every (other) material / map in max. You can pass this problem by clearing out the material slots in fp (so they take the ones that were assigned to the scatter objects) but I don't know how railclone is handling it.
It could also be the case that it works as long as those materials are still in some material editor slots. Problem is: I can't do much about it..

Well before converting the railclone model's materials with the script i've converted them all to edit poly so it won't be any link with the plugin, normally it should convert it successfully, anyway thanks for the new update  !
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: higgledyhiggles on 2014-10-19, 12:12:37
Many thanks for continued support of this script..
What`s the chance it could also cap the white levels of diffuse colour since in the performance wiki it says try to keep to 180 max.??
cheers,
higgles
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-19, 13:11:40
Zero ;) . First of all, it would only work with colors, no textures, since each of those would have to be sampled individually (you can imagine how slow it would be). But even if it were possible or if you only would clamp colors it wouldn't make much sense in my opinion. You can't simply make things darker or clamp channels. You could clamp colors like "pure red" or just make every color 180 max in magnitude, but it's not what you should be doing if you're trying to achieve useful albedo. Your brighter colors would clamp to 180 max but all the colors close to 180 would stay exactly the same, probably resulting in washed out renderings. If people want to do it... well.. not very difficult via scripting, but I won't include that in the converter, sorry ;-)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: higgledyhiggles on 2014-10-20, 09:57:17
Damn, I`ve been spanked. I`ll get my coat.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-22, 13:37:56
New version. Bump values are now converting 100.0 -> 1.0 (e.g. default VrayMtl goes to 0.3)

changelog:
*v0.22
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-10-24, 16:53:05
Can this version be used for 7.1 public users or only dailies ? (asking because of GGX).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-24, 17:03:29
Should be working for 7.1 :)
Actually, I would appreciate if some people test it. Normal maps etc will still convert the old way if not a daily build (fallback mode) but apart from that, everything should be working fine :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-10-24, 17:22:37
Thank you :- ) good. Well perhaps then I can ask for future maybe conversion from Ashikmin to GGX (and switch legacy shading also off in advancement tab), since now the materials that were previously made before GGX-Daily builds are left alone.
I convert these manually but it takes a lot of time.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-24, 18:20:20
I convert these manually but it takes a lot of time.
Don't! :D That's why I always urge people to learn at least basic scripting (which you could actually learn in a fraction of the time you're spending to fix those kind of issues ;) )

Paste this in the pink textbox in the left bottom corner and press enter:
Code: [Select]
for o in (getclassinstances CoronaMtl) do o.bsdf = 32 : Ashikhmin-Shirley
3: GGX

You can already switch the legacy/new energy conservation mode in the script. I will also add BSDF in the next version.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2014-10-24, 18:22:14
I know how to code even, but I became so lazy and dumb the past years I avoid it completely.

Thank you much :- ) Going to test
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: art-MIXER on 2014-10-25, 17:06:26
Hello everyone and thank you so much to the author of this converter. I wanted to ask, but you can add one more feature that disables all full filtering textures. Simply switch the filtration mode NONE, it would be very simplified and speeded up the work.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-10-25, 17:40:35
You can disable texture filtering globally in Corona settings.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: art-MIXER on 2014-10-25, 19:31:48
You can disable texture filtering globally in Corona settings.

Hmm, maybe something I did not notice this option mean?

(http://f5.s.qip.ru/zMiDJEqy.jpg)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-10-25, 20:33:06
Yes, choose "none" to disable filtering for all texmaps.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: art-MIXER on 2014-10-25, 20:57:55
Yes, choose "none" to disable filtering for all texmaps.
thanks man
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: bouhmidage on 2014-10-26, 16:42:22
material converter 0.22 does not convert forest pack and laubwerk materals correctly , it doesn't aplly alpha map , so leaves are rendered as colored surface :( help please
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: bouhmidage on 2014-10-26, 16:47:58
a preview
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: johan belmans on 2014-10-27, 10:37:18
Hello everyone and thank you so much to the author of this converter. I wanted to ask, but you can add one more feature that disables all full filtering textures. Simply switch the filtration mode NONE, it would be very simplified and speeded up the work.

Hi

I make use of the "cleaner" script by Andreas Meissner. It removes Texture filtering and a lot more.
You can find it at http://www.scriptspot.com/3ds-max/scripts/cleaner (http://www.scriptspot.com/3ds-max/scripts/cleaner)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-10-27, 11:13:36
material converter 0.22 does not convert forest pack and laubwerk materals correctly , it doesn't aplly alpha map , so leaves are rendered as colored surface :( help please

Can you send me an original material before conversion? Just a simple scene, no objects but the necessary maps would be sufficient.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: fafaniruzik on 2014-10-27, 18:05:40
Is there a converter for VRay lights?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-10-27, 18:29:54
Yep... it has is own thread.
Coronal Ligth converter.

https://corona-renderer.com/forum/index.php/topic,79.0.html (https://corona-renderer.com/forum/index.php/topic,79.0.html)

But it has some issues.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Gilgamesh on 2014-11-02, 18:46:54
Hello,

thanks for this great tool. In the previous version 0.20 there was an option to convert selected object, selected material editor slot and all materials. I have some big scenes and actually it takes quite a long time if i convert all materials at once, so i prefer to convert in groups. I've noticed that in version 0.22 these options are gone. It would be good to see them back, or is there an alternative to do this?


Best Regards
Halil
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-02, 20:27:58
It was removed because some people were complaining that materials were not properly converted sometimes - due to usage of the selection modes. What people did not understand is that they only converted materials but no maps. That was on purpose and that's why they were marked as "debug" modes, to test how conversion works. If those modes also converted maps it would either convert maps from other unselected materials or simply break all instancing between other materials, both is bad and undesired under normal circumstances (more ram, slower, etc). So, since it didn't make much sense to use those modes as a normal user and to avoid confusion, I removed the debug modes.

How long does it take to convert a scene? It shouldn't take more than a couple of seconds, even with hundreds of materials. If not it might be a bug and I'd like to investigate this issue further.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: steyin on 2014-11-02, 21:54:31
It was removed because some people were complaining that materials were not properly converted sometimes - due to usage of the selection modes. What people did not understand is that they only converted materials but no maps. That was on purpose and that's why they were marked as "debug" modes, to test how conversion works. If those modes also converted maps it would either convert maps from other unselected materials or simply break all instancing between other materials, both is bad and undesired under normal circumstances (more ram, slower, etc). So, since it didn't make much sense to use those modes as a normal user and to avoid confusion, I removed the debug modes.

How long does it take to convert a scene? It shouldn't take more than a couple of seconds, even with hundreds of materials. If not it might be a bug and I'd like to investigate this issue further.

I will agree that converting a whole scene sometimes takes a bit longer than it probably should. Also I preferred the one by one method as some material conversions would cause MAX to crash (mostly in incidents where normal maps are used and need to be replaced with CoronaNormalTex). I ran into 4 of those instances with converting Grant Warwick's materials, though I was using the v19 script, so the last couple of updates might have resolved the normal bug. Also sometimes I don't want or need all materials to be converted.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-02, 22:50:24
Again, absolutely no maps were replaced with the selection based methods. So if there are still normal maps after conversion it is either a bug (it should be replacing all normal map types since v0.14, and even disabling them before) or you have used the selection based conversion methods. If it's a bug, please report it.

How long is "a bit longer than it probably should" ?

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Gilgamesh on 2014-11-03, 04:36:03
Hi,

I am using it on a project with ghosttown script to create a big city. I could not create the huge city at once so i had devide it into parcels which caused a mess in material editor. It takes 20-30 minutes for it to respond when you click the standart material button. I tried to clean multimaterial which took more than 2 hours and nothing has changed. All I can do is creating dummy geometries with materials applied to it and importing it to the scene and grab the material. Also it is quite handy when you just import one object to a big scene, instead of checking all materials each time it just converts the selected one in less than a second. Is it possible that  I can somehow switch that option on again? Did you totally removed it?

Best Regards

Halil
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-03, 11:32:07
The first issue sounds a lot like you're using the new shitty material/map browser from slate. It is horribly slow.. when I tested it with 40k instances sharing 1(!) single material it took ~25 minutes to open. Old material browser opens instantly. Follow the instructions here in the middle to switch back to the old browser http://www.peterguthrie.net/blog/2013/01/3dsmax-annoyances-no-1 (http://www.peterguthrie.net/blog/2013/01/3dsmax-annoyances-no-1)
This may have changed with 2015, I didn't test it afterwards (old one is better organized anyways imho).
The converter should be very fast non the less, but I didn't test that either.

I still don't understand why you would want to use those modes.. they don't do complete conversions. You'd still have to convert ALL maps by hand (which doesn't make any sense to me).
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: steyin on 2014-11-03, 21:30:47
Again, absolutely no maps were replaced with the selection based methods. So if there are still normal maps after conversion it is either a bug (it should be replacing all normal map types since v0.14, and even disabling them before) or you have used the selection based conversion methods. If it's a bug, please report it.

How long is "a bit longer than it probably should" ?

What do you mean DC? Normally I would select one mat editor slot and convert, and everything would translate fine except for a "normal bump" map within the material. Sometimes that crashed MAX, sometimes it didn't. I would then go in and replace the map with the CoronaNormalTex. As for the speed of converting, it depended on the material. Though you are probably right that it was due to the Slate editor's mat browser.

Instead of converting back to the old one (as I actually kind of like the new version) I just disable icon previews and have everything listed as text. Its slow because it has to render every icon visible within an open field. Hell I have some old project files I can't even get to change the field to text only as just opening the mat editor will crash MAX. Perhaps I should go back to the old version....
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-03, 21:35:11
As I said, no map is converted using the 2 selection modes, no VrayDirt, no Normal_Bump, no VRayNormalMap, no VRayEdgesTex, no VrayColor, no VraySky, no VrayCompTex, etc etc... just the material "object" itself.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: bouhmidage on 2014-11-04, 19:29:23
material converter 0.22 does not convert forest pack and laubwerk materals correctly , it doesn't aplly alpha map , so leaves are rendered as colored surface :( help please

Can you send me an original material before conversion? Just a simple scene, no objects but the necessary maps would be sufficient.
here is the scene , an empty scene
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-04, 20:00:35
Thanks for the scene! Unfortunately that's nothing related to the converter, so I cannot fix it.
It seems that Corona does not recognize these alpha settings in the opacity channel. You should post that as a bug (with one of the leaf materials) for Ondra to have a look.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: bouhmidage on 2014-11-05, 18:22:46
Thanks for the scene! Unfortunately that's nothing related to the converter, so I cannot fix it.
It seems that Corona does not recognize these alpha settings in the opacity channel. You should post that as a bug (with one of the leaf materials) for Ondra to have a look.
Thank you !! no problem ;) i posted it here , so we hope there is a solution for that bug
https://corona-renderer.com/forum/index.php/topic,5788.0.html
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: StefanL on 2014-11-06, 15:19:48
First things first: Thanks for this marvellous script :)

When working with iRay you usually set the material editor to mental ray while the production renderer is set to iRay of course.
When converting with switch renderer to corona ticked, the production renderer is switched, but not the material editor renderer, which then goes frenzy throwing errors.

I'm not the godfather of scripting by any means but inserting
if chkSwitchRen.checked then renderers.medit = CoronaRenderer()
after line 1541 in v0.22 did the job for me...

--
Stefan
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-07, 12:26:45
Thanks for pointing that out! I always have renderer and medit renderer locked, so that never occured to me.
I'll fix it in the next version :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: michael22 on 2014-11-07, 23:03:18
Hi I find a "bug," in converting Vray to corona Materials, if you try to convert a object from model+model Vol1 _19 the black  texture do not apear
I do not know what is doing this
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-08, 10:55:07
Sorry but I've no idea what object or object collection you are talking about =/
Without any information what exactly gets lost or a provided material I can use to debug, I can't do anything about it.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-11-12, 20:33:31
It would be a possibility to add lets say a custom object color to objects that has a "conflictive (autodesk) materials" as warned in the converter so it become easy to spot those elements and further fine tune it?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-13, 13:15:28
Well, I always assumed that those weird Autodesk materials were only present with imported (autocad?) scenes anyways, so I thought it would be the whole scene that was made with Autodesk materials. I really have no idea where and how those materials are used and come from - it's not even so easy to create them in max directly as I noticed ;)
Marking may be possible but I don't know what would be a good way to do that, I don't like changing wirecolors, that's something people tend to use for their own sorting and marking purposes and I would hate if a script did that in my scene.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2014-11-13, 15:29:31
Thas why i suggest making them a "selection set" just to to avoid the wirecolor changing. I ussually link some Revit files from time to time and its a pain to check by hand.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: rrichie on 2014-11-13, 18:22:35
Hi,
is there possibility to convert material from Corona back to vray? I rendered something for client and he wants scene in vray.
Thanks.
Bye.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: fellazb on 2014-11-13, 23:41:01
Nope, at least not with this convertor and I'haven't seen one that does your request I'm affraid.

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-11-14, 11:17:53
Thas why i suggest making them a "selection set" just to to avoid the wirecolor changing. I ussually link some Revit files from time to time and its a pain to check by hand.
I'll see what I can do ;)

is there possibility to convert material from Corona back to vray? I rendered something for client and he wants scene in vray.
I'm not planning to do this, for several reasons. I guess you will have to wait until some other guy writes a converter for that.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2014-11-23, 15:19:10
Sorry if this already been ask, but is it possible to do such that converter would not leave old materials in slate view after conversion?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: antanas on 2014-12-03, 12:13:24
 Hi, yesterday, while working on some scene, I've noticed quite unexpected thing, someone might even call it a bug :)  - Well, while converting some materials in an already populated scene one selects  "Clamp bitmap blur to" function it changes/clamps that blur value not only on some other renderer's materials but on already present/converted/fine-tuned  corona materials too - that might lead to some quite unpredictable and nasty results. If it  was a normal script's behavior in previous versions too, I didn't notice it earlier as I mostly tend to convert materials in separate scenes prior to merging those models to a currently worked on one and just this time I did so in the scene and more importantly noticed those changes :)
 To be more specific max 2015,  corona daily 2014-10-19, converter 0.22. As expected from that function it only converts\clamps those values to a lower than existing one's so probably that's another reason I hadn't noticed it before.
Some sort of a request type thoughts :

 1. I think it would be a good idea to make some tickable option to skip corona's materials entirely but to have that ability if desired + it would be even better if you could bring back conversion modes to avoid such or similar converter/user behavior in the future to make it somewhat more foolproof and versatile so to say.
 2. What if those blur amount conversions could be made to work both ways (up and down I mean) - in conjunction with presumably brought back conversion modes it would be quite a welcome thing.

 3. What If it could change filter type during initial conversion or during material fine tuning - let's say if script could have some options for blur type conversion, like  :
 unchanged/original - default if no other options selected,
 force - to pyramidal,
 force to summed area
 force to none 
That imho would be quite welcome and the converter could become even better and more complete solution so one could say goodbye (for daily use at least) to some monstrous gui/interface scripts like the Modifier Modifier Zorb for example

 4. Plus if script could change blur values in Multitexture maps it would be quite welcome too - zorb can do that, yet in it's rather unwieldy manner

 5. Maybe those and similar functions that  you decide or people might want to implement in the future may require some sort of simple/advanced switch in the converters gui to hide away all those nuts and bolts until they are needed and those are needed quite often might I add-  it would be good to have those functions in one place.

 Hope I am not too greedy and those things are not too hard to implement and even more, not too unnecessary for everyone except me, yet then I found out that bug/unintended behavior it got me thinking of what could be improved further and so I decided to make this chaotic long-post :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-03, 14:46:50
Sorry if this already been ask, but is it possible to do such that converter would not leave old materials in slate view after conversion?
Sorry, for the late answer, I missed that post =/
I'm not using slate, so this is a new bug to me. Scripting capabilities in slate are extremely limited (I hate it so much!), so I can't promise anything - but I'll have a look :)

Well, while converting some materials in an already populated scene one selects  "Clamp bitmap blur to" function it changes/clamps that blur value not only on some other renderer's materials but on already present/converted/fine-tuned  corona materials too
hmm.. yes, it's a "known" bug. Originally it was meant to be a temporary tool for having a workaround for bitmap blur which was kinda broken in old Corona builds. I never really expected people were still using it after it got fixed :D . So, yes it is always clamping all blurs (it's a very simple implementation) and I'm tempted to remove it completely. The converter should convert materials and maps and not do all sorts of other very specific things ("Make 1 tool, but make it good" philosophy ;) ).

1. I think it would be a good idea to make some tickable option to skip corona's materials entirely but to have that ability if desired + it would be even better if you could bring back conversion modes to avoid such or similar converter/user behavior in the future to make it somewhat more foolproof and versatile so to say.
Currently I do not have any plans to re-implement conversion modes. These never worked the way a lot of people seem to have thought, and the problem about whether or not to break instancing between selected and non-selected objects still remains, even If I'd plan to redo those modes in a better way. I see that there are use-cases where you'd like to have this functionality (where there are no instances to break) but I don't see a clever way right now to implement it without confusing lots of users which are then using it, don't know what they do and report bugs about shitty conversion results (that happened quite often and was the reason why I decided to deactivate them) ;)

2. What if those blur amount conversions could be made to work both ways (up and down I mean) - in conjunction with presumably brought back conversion modes it would be quite a welcome thing.
 3. What If it could change filter type during initial conversion or during material fine tuning - let's say if script could have some options for blur type conversion, like  :
 unchanged/original - default if no other options selected,
 force - to pyramidal,
 force to summed area
 force to none 
That imho would be quite welcome and the converter could become even better and more complete solution so one could say goodbye (for daily use at least) to some monstrous gui/interface scripts like the Modifier Modifier Zorb for example
 4. Plus if script could change blur values in Multitexture maps it would be quite welcome too - zorb can do that, yet in it's rather unwieldy manner
Well, that's exactly the problem, scripts like the zorb tools are a bit clunky but can do a huge amount of things. If I implement a "little" version for just clamping blur or some other mass change functionality it's always very very limited and can only do exactly what I had in mind people would want. You are now requesting new features which (if I implemented these) would make my tools a little bit more useful for some people but are basically still very limited and are just more complicated to implement and generate more bugs (as I'm just adding more stuff on top but the underlaying framework was never written to be that flexible, so I have to do ugly workarounds) . As written above, make 1 tool but make it good.

5. Maybe those and similar functions that  you decide or people might want to implement in the future may require some sort of simple/advanced switch in the converters gui to hide away all those nuts and bolts until they are needed and those are needed quite often might I add-  it would be good to have those functions in one place.
Yes, that's what I'm currently thinking about - adding a completely separate toolset for all sorts of "little things" I don't want to implement in the converter but have proven to be useful for some people. Normally that's stuff I'm doing with one or two lines of code for myself while working.

Hope I am not too greedy and those things are not too hard to implement and even more, not too unnecessary for everyone except me, yet then I found out that bug/unintended behavior it got me thinking of what could be improved further and so I decided to make this chaotic long-post :)
No, you are very welcome to make suggestions and I really appreciate every feedback! It's all of your feedback that made this converter so successful :) Most of the time the problem with feature requests is not that I wouldn't want to implement it but that I'm not sure how to do it in a really good way. Some developers just throw in everything people "may" want to have one day or another and what comes out it a totally messed up interface like Vray3 now has. I prefer to make everything as simple as possible, ideally a 1-click solution without any pitfalls (pretty much how corona is meant to be). I could add lots of fine-tuning settings and stuff that is helpful in very specific cases but that would also mean less users are able to use the converter right away. In the end it's all a matter of balance between features and usability.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: antanas on 2014-12-03, 15:53:18
Well, it's hard to argue, your points are justified indeed - simplicity of process is the result's best friend :)
 Still, I think some sort of function to exclude already present corona materials from conversion (if that is possible) would be quite welcome as without it, in some cases, conversion can lead to some if not nasty but surely unpredictable results. Or as you wrote above, you can remove that mischief causing function completely, yet not before you make some additional toolset of "little things" which you mentioned - you can even add your diffuse level/albedo value auto-changer there :) 
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-03, 16:17:57
Well, it's hard to argue, your points are justified indeed - simplicity of process is the result's best friend :)
 Still, I think some sort of function to exclude already present corona materials from conversion (if that is possible) would be quite welcome as without it, in some cases, conversion can lead to some if not nasty but surely unpredictable results.
Well, currently only this blur clamping thing should be a problem, everything else should work fine - no matter how often you run it. Only the blur thing is running as a separate loop after the whole conversion took place, that's the reason why it's clamping everthing everytime. Not nice but exactly what happens if you "quickly add something on top temporarily" :D
I will try to make the toolset stuff as soon as I can spare some time for the converter again (I'm still waiting for the new daily builds where I have to change some other important things first)

Or as you wrote above, you can remove that mischief causing function completely, yet not before you make some additional toolset of "little things" which you mentioned - you can even add your diffuse level/albedo value auto-changer there :)
Over my dead body! :D This albedo thing will never be a part of it (for pretty much all (and more) the reasons mentioned in the post before ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2014-12-07, 20:43:11
Hello. Seems like with the latest builds script don't want to work properly. It shows mistake.
http://i57.tinypic.com/1zd11ro.jpg
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-07, 22:56:44
Yep, multiple maxscript parameter names have changed and I have to fix those first. I'll make a "daily-builds" converter version soon.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2014-12-08, 06:31:26
Yep, multiple maxscript parameter names have changed and I have to fix those first. I'll make a "daily-builds" converter version soon.

Awesome! appreciate it! Hoping to see it very soon :D  oh please oh please?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-08, 15:48:48
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Script is attached to this post.
Since there has been quite a change in the maxscript properties I'd be very happy if it got tested sooner than later.
I'm also doing a bit of performance debugging. If some of you could copy&paste some of the stat infos that are printed in the maxscript listener it would be helpful :) It looks like this:
Quote
INFO: Converting scene materials...
INFO: Converting Material Editor materials...
INFO: Conversion took 0.767 seconds
INFO: 73 Iterations through Material classes
INFO: 0 Material instances have been converted
INFO: Replace unsupported maps...
INFO: UpdateFix took 0.373 seconds to complete

changelog:
*v0.23_dailyBuilds

No solution for the bitmap blur thing yet, sorry.
[Edit] Little stats update in a new scriptfile
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2014-12-08, 15:54:15
Thank you so much for doing this so quickly!  Hero!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dom74 on 2014-12-08, 17:02:35
Thank you very much.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2014-12-08, 17:55:29
so cool! thank you very much! You are the best, DeadClown!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-11, 23:21:49
I'm a bit surprised no one has reported any bugs yet :D I'm currently doing a sh*tload of rewriting and found a couple of bugs that should have crashed the script in at least some scenes :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Gilgamesh on 2014-12-12, 12:42:38
Here comes....

-- Max Script Rollout Handler Exception:

-- Unknown property: "texmapReflectAnistropy"in Acer_campestre_lf_04au_co_fr:coronaMTl   so it is clear that this is due to forestpack...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-12, 12:46:34
Yes, you found one :D
I'm currently finishing the new Script version. If all goes well I'll release it today :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: tahir1983 on 2014-12-12, 15:07:50
Hi Everyone! I would like apply to our script developer to solve the issue of correct  converting Vray materials which covered with VrayUnwrapMtl  and Advanced Lighting Override....  Thanks in advance!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-12, 16:38:25
I would like apply to our script developer to solve the issue of correct  converting Vray materials which covered with VrayUnwrapMtl  and Advanced Lighting Override....  Thanks in advance!
I'm sorry but I really have no idea at all what you are asking for :-/
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-12, 16:57:24
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Script is attached to this post.

Phew, ok, I made a massive rewrite/restructuring in the last couple of days. Conversion modes are back, this time with texturemap conversion. Be aware - in case you use a selection mode - that instanced texturemaps on some other objects or materials will be converted too, I'm not breaking any instances.
I also made some important changes which affect the conversion speed in bigger scenes dramatically. There shouldn't be any differences in the conversion results but please report if there are (e.g. some materials or maps have not been converted at all)

One of the reasons for the rewrite was to make it possible to use the converter via maxscript commands. I've made a documentation with Code examples here: Maxscript Documentation (http://www.racoon-artworks.de/CoronaMatConverter/mxsDocumentation.html)

To all daily build users, please test the converter thoroughly. It may be the one shipping with 1.0 ;)

changelog:
*v0.24_dailyBuilds

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: tahir1983 on 2014-12-12, 19:08:36
I'm sorry but I really have no idea at all what you are asking for :-/


I mean ... that when converting materials like VrayUnwrapMtl or Lighting override Mtl   which includes any materials (vray or standart)  materials themselves converted correctly but they remain in VrayUnwrapMtl (Lighting override Mtl) as result they are not recognized by  Corona ... so then one has to get rid of these "covered" materials one by one .... Let yourself try to convert VrayUnwrapMtl ... so it will be clear for you....!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: antanas on 2014-12-12, 19:41:58
•core rewrite to enable maxscript access to conversion functionality
•reimplemented selection modes: now supporting texturemap conversion
•massive speed improvements in bigger scenes
•fixed: clamping of bitmap blurs and displacement levels are not affecting the whole scene anymore

Am I glad to hear that :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-12, 23:39:00
I mean ... that when converting materials like VrayUnwrapMtl or Lighting override Mtl   which includes any materials (vray or standart)  materials themselves converted correctly but they remain in VrayUnwrapMtl (Lighting override Mtl) as result they are not recognized by  Corona ... so then one has to get rid of these "covered" materials one by one .... Let yourself try to convert VrayUnwrapMtl ... so it will be clear for you....!

I took a while for me to understand that you meant the VRayMtlWrapper and VRayOverrideMtl materials (right?). VRayOverrideMtl has been in there for a while but I did an update. I also added VrayMtlWrapper conversion now, it will be available in the next version. Thanks for the suggestion :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-15, 22:40:53
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Script is attached to this post.

Since GroveR_GoL's light converter does not seem to get updated I decided to implement a new one from scratch. So please test it hard, many different light types and configurations :)
DaylightSystem assemblies are currently not supported, I'll have to check how I get around some little problems.

supported lights:


changelog:
*v0.26_dailyBuilds
*v0.25_dailyBuilds

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-12-16, 00:02:47
STRONG!!! O__O
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Stan_Booth on 2014-12-16, 00:23:40
wow
you codemonster!)
Great thx, Martin!
I'll try to find a couple of bugs for u (;
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: johan belmans on 2014-12-16, 22:44:27
Great, many thanks Martin
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-17, 13:30:37
cecofuli, headoff, belly: You're welcome guys ;)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
I've updated the download page (Link (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)), the daily builds are now hosted there too :)

changelog:
*v0.27_dailyBuilds

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-12-17, 18:23:42
DeadClown, your script is under "Corona Render" category. But the official Corona proxy exporter is under "Corona".
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-17, 18:35:32
Then the "official" proxy converter is wrong ;-)
https://corona-renderer.com/forum/index.php/topic,3480.msg29013.html#msg29013 (https://corona-renderer.com/forum/index.php/topic,3480.msg29013.html#msg29013)
Hey Guys,
the best should be use of "Corona Renderer", as we are also planning to introduce our official scripts and we would like to put them in same category.
It would be nice if we can all use Corona Renderer and be on same side of the river.
Is that okay with you?
ah.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2014-12-18, 10:24:36
Doh! XD
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: The Pixel Artist on 2014-12-20, 18:27:13
Getting script errors with v0.27 and the 12/19 daily.  Screenshot attached.

FYI, I really like new layout features I'm seeing in v0.27 (been using V0.20 til now).

Btw,your script has been incredibly helpful in my work, thank you soooo much for developing it and for all your hard work doing so!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: The Pixel Artist on 2014-12-20, 18:37:25
P.S. I'm seeing these script error/s every time I try to use .27 and on any scene, even on a brand new one.  Also, just tried .22 and looks like the same problem, so it might be something new with 12/19 build.  Will test with 12/16 build next.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-20, 18:40:33
In this case it's a problem with the Autodesk materials/maps. Unfortunately I cannot create Autodesk maps inside 3dsmax which makes debugging impossible. Could you provide a simple scene with a bunch of (crashing) materials that I can use? I'm trying to find some in the internet but I've not been not lucky yet.

If you see others errors please report them as well. It might not be the same error. I don't have any here with new/my scenes.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: The Pixel Artist on 2014-12-20, 19:19:51
In this case it's a problem with the Autodesk materials/maps. Unfortunately I cannot create Autodesk maps inside 3dsmax which makes debugging impossible. Could you provide a simple scene with a bunch of (crashing) materials that I can use? I'm trying to find some in the internet but I've not been not lucky yet.

If you see others errors please report them as well. It might not be the same error. I don't have any here with new/my scenes.

Sending scene through PM
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-20, 19:53:36
@The Pixel Artist: Ok, I fixed the crashes. It "should" work with everything now, I'm not completely sure though. I didn't know that Autodesk_Maps can have different Parameters in different UIs... It's such a huge mess what Autodesk did there. I really recommend to make new materials.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
I've updated the download page (Link (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)), the daily builds are now hosted there too :)

changelog:
*v0.28_dailyBuilds
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: The Pixel Artist on 2014-12-20, 20:21:41
Holy shit you're fast!  I'll give it a try in just a bit and let you know.
(looks like a new build may be coming too)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: The Pixel Artist on 2014-12-22, 00:57:28
DC, finally getting a chance to get back to you!

So, good news, everything seem to be working now... but it actually didn't at first.  Was still getting those damn script errors, even with v.28 and the new daily builds.

However, since you weren't having the same problems I figured it has to be something here on my end and I removed all corona files (manually), reinstalled... still didn't work.  Tried several different version combos between ACMC and the dailys, still no luck.  Only Corona v7.2 and below would still work fine.  Then, it JUST STARTED WORKING and I have no real idea why either!!

I had just uninstalled/reinstalled corona/ACM again (7.2, with clear install option, then 12/19 build) tried one scene, no luck, then another and it WORKED, then tried the previous scene and it worked too!!  Now everything seems fine!!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-22, 11:22:36
mhh... very odd. Have it been the same kind of error messages or others? If you happen to have new (or the same) errors, please report it again here :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ice_Juice on 2014-12-25, 10:31:53
Hello, i use *v0.28_dailyBuilds and detect problems when converting lights. Standard lights is converted into corona light, but it is not very good, because in standard lights we have far/Near attenuation  and it is a very useful feature especially in terms of noise
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2014-12-25, 22:35:20
mmmh... what kind of standard lights are you referring to? All the direct-, spot-, omni etc lights are only changing their shadow type to coronaShadows, the only "standard" lights that I'm converting in this way should be mr_AreaLight and mr_AreaLightomni because I had the impression these would be closer to coronaLights.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ice_Juice on 2014-12-26, 06:49:54
I mean mr_lights because there have near/far attenuation & area light parameters (area shadows in corona). but corona_light it does not support it & and it is very limited
And one more - unfortunately converter doesn't convert mental ray material.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Black Sun on 2014-12-31, 10:16:30
This is a message to Deadclown really.

I was hoping that Deadclowns converter could convert Vray to Standard materials sometime in the future....?

I have tried all the scripts out there (MultyConverter and VrayMaterialConverter25) and I get errors. I am using Max 2015. And I cannot afford the Autodesk converter.

I prefer Standard Mats because I feel more at home with the layout compared to Corona Mats.... which confuses me abit when doing stuff in the Slate Editor.

Thanks.

PS - You don't realise how could something is to you try other things. Deadclowns converter is a breeze to use compared to others out there. I use v.19 which I prefer over the newer version.

A few suggestions though... the interface is looking abit crowded with all the new add-ons.... needs a facelift to simplify things.
Another thing.... it does not tell you when the conversion is finished. It does it automatically in a flash. But it would be good if we were notified with a green light or "okay" message.

Not trying to be picky... just want an already great script to be visually better since I use it all the time. Many thanks :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-02, 20:42:43
@Ice_Juice: You're right, I will change the conversion to make the MR_lights standard directional/omni lights :)
About the mental ray materials: there are so many different shaders for the mr mtl, with so many different behaviors, an automatic conversion doesn't make sense to me (and would be a tremendous amount of work too)

@Black Sun
I will not do a Vray to Standard mtl converter. It's not the purpose of this converter and it's not adding anything that a lot of people would use (actually, I believe you'd be the only one).

About the interface, I'm thinking about it but I didn't have a good idea for a solution yet =/

About a notification when the conversion is done: Normally the button keeps being "pressed" until the conversion is done (in my case it's blue when it's pressed). For most conversions it only takes a second. It may take a bit longer in very heavy scenes, but that's seldom. You can easily see when the converter is done if you look in the left bottom corner (the white field). It prints "Conversion done."
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Black Sun on 2015-01-02, 21:39:28
@Ice_Juice: You're right, I will change the conversion to make the MR_lights standard directional/omni lights :)
About the mental ray materials: there are so many different shaders for the mr mtl, with so many different behaviors, an automatic conversion doesn't make sense to me (and would be a tremendous amount of work too)

@Black Sun
I will not do a Vray to Standard mtl converter. It's not the purpose of this converter and it's not adding anything that a lot of people would use (actually, I believe you'd be the only one).

About the interface, I'm thinking about it but I didn't have a good idea for a solution yet =/

About a notification when the conversion is done: Normally the button keeps being "pressed" until the conversion is done (in my case it's blue when it's pressed). For most conversions it only takes a second. It may take a bit longer in very heavy scenes, but that's seldom. You can easily see when the converter is done if you look in the left bottom corner (the white field). It prints "Conversion done."

Deadclown... I have enclosed a converter pic from a company called Motva. I like the simplicity of this layout... but only you know how best to set it out. It should be on your New Years list to do :)

I understand that Corona mats offer more.... but today I opened the additional parameters in the Slate Editor and I said WTF is all this stuff.
What does it mean? And how can I use it? I got both excited with having to learn new stuff and angry cos there is zippo info explaining
what all this stuff does. Hence my wish to stick with Standard mats and regular shaders.

If you know any links that explain Corona Mats I would be grateful :)

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2015-01-07, 23:52:59
Deadclown, I know.  My request doesn't  refer  on your converter. Maybe it can be called "Proxy utility".
Do you think in the possibility to create a section where we are able to change proxy properties fro selected object or for the entire scene?
It can be very useful to increase or decrease FPS in viewport.

Thanks!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-08, 11:35:13
I'd suggest to file that request in the proxy converter thread. I find it more logical to implement such a thing there.
Until then you can use these little code snippets to change properties on all/selected proxies:

Selection:
Code: [Select]
for i in selection where classof i == CoronaProxy do i.pointcloudDensity = 15.0
whole scene:
Code: [Select]
for i in objects where classof i == CoronaProxy do i.pointcloudDensity = 15.0
You can use the macrorecorder for these types of things and just look at the property name and use it with my code snippets

example for changing display mode to pointcloud:
Code: [Select]
for i in objects where classof i == CoronaProxy do i.previzType = 2
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2015-01-08, 16:16:06
Thanks  DeadClown, very useful!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2015-01-12, 12:48:58
Emm. I think something is wrong with latest build. It doesn't appear bitmap to material. Especially after converting from vray materials.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-12, 13:07:49
The material converter is not working with the latest build(s). You will notice that all map amounts are between 0 and 1 but should NOW be between 0 to 100 (except for bump I guess). I will fix it as soon as I can.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2015-01-12, 13:43:16
The material converter is not working with the latest build(s). You will notice that all map amounts are between 0 and 1 but should NOW be between 0 to 100 (except for bump I guess). I will fix it as soon as I can.
oh. that's the reason..ok)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2015-01-12, 14:29:49
The material converter is not working with the latest build(s). You will notice that all map amounts are between 0 and 1 but should NOW be between 0 to 100 (except for bump I guess). I will fix it as soon as I can.

oh please oh please fix very soon!

Your script literally is the difference between corona daily being useful in production or not!   <3  pleeeaaaase!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: anoy21 on 2015-01-13, 10:57:40
hi guys, can you help me how to install Corona Material Converter or how it is work vray to corona materilas?

thanks guys.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-13, 22:04:08
oh please oh please fix very soon!
Here you go:
Make sure you use the latest (todays) build.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
I've updated the download page (Link (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)), the daily builds are now hosted there too :)

changelog:
*v0.29_dailyBuilds

hi guys, can you help me how to install Corona Material Converter or how it is work vray to corona materilas?
you can either use the menu (Maxscript -> Run Script -> select the scriptfile) or simply drag & drop the scriptfile into a viewport. You could also uncomment the first 2 lines in the file (remove the --), drop it into your macroscripts folder and use it with a button if you prefer.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2015-01-14, 16:42:25
oh please oh please fix very soon!
Here you go:
Make sure you use the latest (todays) build.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
I've updated the download page (Link (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)), the daily builds are now hosted there too :)

changelog:
*v0.29_dailyBuilds
  • added option to convert miAreaLight and miAreaLightomni to either Standard or CoronaLights
  • "undefined" bitmap fix for Autodesk_Map
  • mrSkyPortals with custom color source will now be converted to CoronaLights
  • added converterTools.version() maxscript function
  • removed energy-conservation tool, added new legacy switch tool
  • removed BSDF conversion
  • changed mapAmount properties from 0-1 to 0-100 range (excluding bump)
  • fixed VrayMtl refraction IOR conversion
  • disabled CoronaNormal gamma conversion, CoronaNormal texture maps now work on 1.0 input

hi guys, can you help me how to install Corona Material Converter or how it is work vray to corona materilas?
you can either use the menu (Maxscript -> Run Script -> select the scriptfile) or simply drag & drop the scriptfile into a viewport. You could also uncomment the first 2 lines in the file (remove the --), drop it into your macroscripts folder and use it with a button if you prefer.

Champion!!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2015-01-14, 18:51:19
Thanks for your effort. I use it every day.

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-01-14, 19:32:01
getting error with latest daily build..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-14, 20:46:54
Thanks for reporting Dollmaker. Fixed version is up:

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
*v0.30_dailyBuilds
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: arqrenderz on 2015-01-14, 21:43:27
In older versions there was a checkbox for just the selection , but in new versions it seems it takes more time, is it always "converting " all the scene?
Any way to just convert the selection again??
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-14, 22:01:23
If you're referring to the latest public version (v0.22) then no. The selection modes were never meant to be used for anything but debugging. People were using them but reported that they would not convert stuff properly - so I removed them.

However, if you're using the daily builds you have 4 (working!) options ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-15, 10:09:24
(http://std3.ru/2a/b8/1374381663-2ab8f135cdb2e93ae52ebfd2b85900e8.JPG)
The script now also supports Vray Glossiness textures. If glossiness map conversion is enabled (the default) then all glossiness maps in VrayMtls will get an additional "output" map on top with a custom curve.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
*v0.31_dailyBuilds
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: KOGODIS on 2015-01-15, 17:12:08
Hi dead clown, thanks for this tool, on daily build from 01-13 and corona converter .31   i got an error for vray light materials to corona and also the lights, hope this helps.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-01-15, 18:07:56
Thanks for reporting Dollmaker. Fixed version is up:

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
*v0.30_dailyBuilds

  • fixed conversions to CoronaColor classes


[/list]

Thanks for the quick fix :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-15, 18:44:59
First off, thanks for the great script DeadClown!

However I´m getting an "Unknown property"-error, I´ve attached a screenshot in this post.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2015-01-15, 18:48:04
the parameter was renamed to intensity
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-15, 18:50:20
Thanks for the bug reports KOGODIS and daniel.reutersward! I fixed it and will upload a new version later.

the parameter was renamed to intensity
Yep, seems like I didn't catch all of the renames. I only had a list for CoronaMtl saved. soo... if you remember other renames you did the last couple of days...
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2015-01-15, 19:11:18
(http://std3.ru/2a/b8/1374381663-2ab8f135cdb2e93ae52ebfd2b85900e8.JPG)
The script now also supports Vray Glossiness textures. If glossiness map conversion is enabled (the default) then all glossiness maps in VrayMtls will get an additional "output" map on top with a custom curve.


Genius :- )
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-15, 19:29:13
Thanks for the bug reports KOGODIS and daniel.reutersward! I fixed it and will upload a new version later.

Great! Thanks DeadClown!

Edit: I also noticed now that it doesn´t convert VRayBlendMtl (some of the materials works, not all), VRay2SidedMtl and VRayFastSSS2, it just leaves them as Vray materials.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-15, 21:38:52
Edit: I also noticed now that it doesn´t convert VRayBlendMtl (some of the materials works, not all), VRay2SidedMtl and VRayFastSSS2, it just leaves them as Vray materials.

mhh.... VrayBlend works nicely here, Vray2SidedMtl too (I fixed a small bug a minute ago but you would have noticed if that was the problem). VrayFastSSS2 is just a basic conversion to CoronaMtl but it also works here. Can you send me a scene (just materials) with those problematic materials?


Genius :- )
Actually.. genius is the guy who published a method to create those output maps. I had this idea for long but wasn't able to do it until now. The thing is, you can't make output maps with curves in maxscript. It simply is not exposed. But denisT, a very clever TD on cg-talk made a workaround which involves "virtual button clicking" :D . So if you see the material editor open and close when you convert scenes - that's when max is clicking it's own buttons ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-15, 21:59:01
mhh.... VrayBlend works nicely here, Vray2SidedMtl too (I fixed a small bug a minute ago but you would have noticed if that was the problem). VrayFastSSS2 is just a basic conversion to CoronaMtl but it also works here. Can you send me a scene (just materials) with those problematic materials?

I´ll send you a pm!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-15, 23:39:07
Bugfixes and a new method for error reporting. Now the script will skip the bugs and convert the rest of the scene, after that you can post a .txt with the errors here in this thread :) This way the script is not useless when the first bug occured.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
*v0.32_dailyBuilds
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2015-01-16, 00:37:51

Actually.. genius is the guy who published a method to create those output maps. I had this idea for long but wasn't able to do it until now. The thing is, you can't make output maps with curves in maxscript. It simply is not exposed. But denisT, a very clever TD on cg-talk made a workaround which involves "virtual button clicking" :D . So if you see the material editor open and close when you convert scenes - that's when max is clicking it's own buttons ;)

Heh, gonna test that, almost sounds like disaster waiting to happen with many materials, but perhaps not :- ). Your script is basically the first converter than never froze on me.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-16, 00:47:48
It only happens once, to create 1 instance, after that I only use copies, so it doesn't take longer than a fraction of a second (at least if the Material editor opens quickly :D )

Your script is basically the first converter than never froze on me.
Nice to hear that :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: borisquezadaa on 2015-01-16, 03:30:14
Yeah!. Rock solid scripting. And working fine here.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-16, 11:02:24
Now I got a long list of "-- No ""get"" function for undefined". I´ve attached a txt-file that I generated.

I seem to try to convert weird stuff :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-16, 11:15:32
hmm.. well, I fear that log is not helpful :( I have to extend the error log with additional information. Do you by any chance have any idea what didn't get converted?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-16, 11:37:53
Yes, some regular VRayMtls and some VrayMtls connected to a regular BlendMtl, seems to be random materials?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-16, 12:01:57
Would you mind sending me the materials again? I think I know what the problem is but I don't know where ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-01-16, 12:07:28
Sure, I´ll send them asap :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: johan belmans on 2015-01-16, 13:42:03
Hi Martin
as requested by your script, see attachment
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-17, 13:02:46
Fixed a nasty bug when Slate was used as material editor. Thanks goes to daniel.reutersward and belly for reporting and multiple test rounds ;)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
*v0.33_dailyBuilds
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-01-17, 21:37:38
DeadClown rocks even though he is dead :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-01-19, 01:25:56
Got an error with 0.33  :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-19, 10:56:52
hmmm.. there are some odd things about that:
- the "multiplier in CoronaLightMtl" bug was fixed in 0.32, there is no multiplier anymore in v.32 and up.
- I added a new errorMessage routine, also in 0.32, which catches these kind of errors and won't popup that kind of message boxes
- the scriptwindow in the back highlights a line of code of the "fR Architectural Material"-conversion function?

My best guess is that you are not using v0.33 but some older version. You've probably overwritten the script file but since the script editor has drag&drop scripts open, I guess you haven't been replacing these.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: snakebox on 2015-01-19, 16:40:11
@deadclown Request: Is there any chance that we will see a similar script converting Vray to Corona for maya? 

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-19, 16:57:57
Maybe, I don't know :D . Not from me because I don't have any maya knowledge..
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-01-19, 17:47:12
I will check on it again thanks.. :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2015-01-21, 15:47:49
I must be absolutely dumb, but will rather ask to speed up my problem solving:

Downloaded, edited in notepad, saved as macro, and put into Macroscript. Everything as usual. But it didn't replace the 0.28 which I think I had deleted, or perhaps not but can't find anything with that name in Macro folder.
Thus I can't use it in Max as toolbar button, because it still reads the former version. The new 0.33 is also the only 2015 file in the folder...

I am lost. Any chance how was the 0.28 script called ? Or is there something different I am doing wrong ?

Edit: Got it, the former (0.28) macro was somehow in "C:\Users\Juraj\AppData\Local\Autodesk\3dsMaxDesign\2015 - 64bit\ENU\usermacros" I don't know how it got there...

Now should I replace that one with new ? Or delete than one and place the new in regular macro folder ?

Edit2: Ok, simply deleting the one in UserMacros in AppData (which seems to take priority), made it read the one in root 3dsMax folder (Macro subfolder). Did it migrate there at some occasion ?

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-21, 16:14:55
Yes, the 3dsmax script/user content handling is a bit weird. In older max versions you were simply placing it in the usermacros/usermacros/whatever in your max folder. But later when windows introduced rights management they had to move that kind of stuff to your "user" folder. You can still use both ways but the order in which the scripts are loaded is important. Afaik, scripts in the user folder are loaded last, so everything that is in there overwrites the other ones.
If you run (maxscript menu -> run script) a macroscript it will be placed in the user folder. I'm not sure but I think I had some occasions where scripts also got moved (or copied) from the max folder to user folder.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Juraj Talcik on 2015-01-21, 16:41:36
Good to know, thanks for explaining that :- ) I was never fond of these User folder structures.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: 3dwannab on 2015-01-21, 17:00:31
Bobo goes to the extreme in his explanation here: http://forums.cgsociety.org/showthread.php?t=809911
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2015-01-26, 08:50:06
Hi!
Got this errorreport right now after conversion:
>>> SCENE Info: <<<
Corona version: Daily build pre-1.0, build timestamp: Fri Jan 23 00:20:46 2015
Converter version: 0.33

Error occured in VRayLight : $VRayLight:VRayLight1641 @ [454.013550,54299.828125,1804.636230]
-- Unknown property: "multiplier" in CoronaLightMtl:CoronaLightMtl

Error occured in VRayLight : $VRayLight:VRayLight1640 @ [454.013550,52503.015625,1804.636230]
-- Unknown property: "multiplier" in CoronaLightMtl:CoronaLightMtl
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-26, 10:21:44
Thanks for the report. I missed that one :) Will be fixed in the next version.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: kined on 2015-01-28, 01:58:38
Hello,
here it is:
>>> SCENE Info: <<<
Corona version: Alpha v7.2
Converter version: 0.33

Error occured in VRayMtl : Material #47:VRayMtl
-- Unknown property: "texmapReflectAnisotropy" in Material #47:CoronaMtl

Error occured in VRayMtl : Material #48:VRayMtl
-- Unknown property: "texmapReflectAnisotropy" in Material #48:CoronaMtl

Error occured in VRaySoftbox : Map #6:VRaySoftbox
-- Type error: Call needs function or class, got: undefined

Error occured in VRayLight : $VRayLight:VRayLight001 @ [0.498810,20.848946,8.430523]
-- Unknown property: "excludeIncludeMod" in $CoronaLight:VRayLight001 @ [0.000000,0.000000,0.000000]

Error occured in VRayLight : $VRayLight:VRayLight002 @ [138.945831,-165.505295,-13.201569]
-- Unknown property: "occludeOtherLights" in $CoronaLight:VRayLight002 @ [0.000000,0.000000,0.000000]

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-28, 10:01:21
Thanks for the report but you did use the daily builds version without a daily build ;) A7.2 only works with converter version 0.22.
But there is one thing I have to check, which Vray version are you using?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2015-01-28, 19:14:42
>>> SCENE Info: <<<
Corona version: Daily build pre-1.0, build timestamp: Fri Jan 23 00:20:46 2015
Converter version: 0.33

Error occured in Standardmaterial : CESPED1:Standard
-- Unknown property: "specularLevel" in CESPED1:Standard

¿?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-28, 20:14:16
hmm.. I don't have this problem here. Standard materials seem to be fine. Can you either send me the scene or a stripped down version (a box with the problematic material assigned would be enough)?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-29, 12:31:15
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v0.34 - [2015/01/29]

[Edit: Updated the scriptfile]
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Alexp on 2015-01-29, 15:07:33
hmm.. I don't have this problem here. Standard materials seem to be fine. Can you either send me the scene or a stripped down version (a box with the problematic material assigned would be enough)?

I can upload the scene if you want to check, please give me a link.
Its and old one, maybe are made by vray 1.5 ...

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-29, 15:46:04
I have sent you a PM with some details :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: nacho_grande on 2015-01-31, 00:31:15
What ever I have tried, all the Vray mats appears red. :( I use Max 2015 and Vray is not installed. Should I install it in order to get proper material convertions?
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-01-31, 00:33:26
Yes, the converter cannot convert the materials if the plugin is not installed. You can use the vray demo, that should be working.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: nacho_grande on 2015-01-31, 02:30:14
Thank you. It worked like a charm. :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Javadevil on 2015-02-03, 05:29:40
Hi Dead clown heres my Script error.

These are autodesk Revit materials, FBX from Revit imported into 3dsmax.



Code: [Select]
>>> SCENE Info: <<<
Corona version: Daily build pre-1.0, build timestamp: Sun Feb  1 23:45:50 2015
Converter version: 0.34

Error occured in Autodesk_Map : Map #26:Autodesk Bitmap
-- Runtime error: Error opening bitmap: C:\Users\Rick.MMPARCHITECTS.001\Desktop\Temp\MATERIALS\Vertical Garden_02.tif

Error occured in Autodesk_Map : Map #31:Autodesk Bitmap
-- Runtime error: Error opening bitmap: T:\Revit\Rendering\Maps\Custom orb textures & colours\custom_orb_blue_ridge.bmp

Error occured in Autodesk_Map : Map #406:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #421:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #431:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #446:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #472:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #487:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #502:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #513:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #523:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #533:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #543:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #553:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #563:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #730:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #755:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #780:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #796:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #816:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #826:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #846:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #1287:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #1377:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #1467:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #1557:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #1647:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2331:Autodesk Bitmap
-- Runtime error: Error opening bitmap: T:\Revit\Rendering\Maps\Custom orb textures & colours\custom_orb_blue_ridge.bmp

Error occured in Autodesk_Map : Map #2373:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2383:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2393:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2403:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2413:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2430:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2439:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2448:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2457:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2466:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2475:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2484:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2493:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2502:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2511:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2520:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2529:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2538:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2547:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2556:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2565:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2574:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2583:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2592:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2601:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2610:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2619:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2628:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2637:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2725:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2745:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2755:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2765:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2775:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2795:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2805:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2813:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2821:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2948:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2958:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2968:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2978:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2988:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #2998:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #3008:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Error occured in Autodesk_Map : Map #3018:Autodesk Bitmap
-- Runtime error: Error opening bitmap: G:\00-PROJECTS\Projects 2000-2999\2044 - Best Beach Resort Pty Ltd - Acacia Court Redevelopment\7.0 Arch Docs\7.2 Design\Images\marble tile1.jpg

Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-02-03, 10:01:37
Gnaaah, I hate those autodesk maps.... Thanks for the report, it seems I have to spent more time on this. I think I know what the problem is but it would help a lot if you could send me the scene or just some boxes with a couple of these materials applied.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Javadevil on 2015-02-04, 01:08:51
Gnaaah, I hate those autodesk maps.... Thanks for the report, it seems I have to spent more time on this. I think I know what the problem is but it would help a lot if you could send me the scene or just some boxes with a couple of these materials applied.

No problem, just give me a day or two, just finishing of a project.

cheers
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: xt13r on 2015-02-08, 11:06:45
Found bug with latest corona build from 3 feb 2015 and corona converter 0.34.
After converting vray scene to corona materials, if i click on "show maps in viewport" - 3dsmax crashes immediatelly.
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-02-08, 12:15:41
My best guess is that there is some plugin map in the scene which crashes max when rendering mtl preview or shown in the viewport (bercon maps for example). The script only uses 1 line of code to show maps, it's basically the equivalent of pressing the button in the material editor.
So, sorry but I doubt I can do anything about it =/ I would however love to know what it is that crashes max, so if you find out.. ;)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-02-16, 16:23:13
I don´t know if this is possible or if it has been suggested before but would it be possible to enable background on all material editor slots?
You do have the ability to reset material editor slots to CoronaMtl so this would be a great :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-02-16, 17:16:42
I don´t know if this is possible or if it has been suggested before but would it be possible to enable background on all material editor slots?

I don't think many people would need it all the time so I'm not sure this is necessary to be included in the converter but here you have some lines of code which do exactly what you wanted ;)
Code: [Select]
(
for i = 1 to 24 do(
mtl = meditmaterials[i]
btArr = getMTLMEditFlags mtl
btArr[2] = true
setMTLMEditFlags mtl btArr
)
)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: cecofuli on 2015-02-16, 17:31:08
I think it's a good tool! +1!
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-02-16, 17:41:26
I don't think many people would need it all the time so I'm not sure this is necessary to be included in the converter but here you have some lines of code which do exactly what you wanted ;)
Code: [Select]
(
for i = 1 to 24 do(
mtl = meditmaterials[i]
btArr = getMTLMEditFlags mtl
btArr[2] = true
setMTLMEditFlags mtl btArr
)
)

Great, thank you! If this would find its way into the material converter in form of a button I would not complain though :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Ondra on 2015-02-16, 17:50:22
Great, thank you! If this would find its way into the material converter in form of a button I would not complain though :)
http://en.wikipedia.org/wiki/Jamie_Zawinski#Zawinski.27s_law_of_software_envelopment :D
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: daniel.reutersward on 2015-02-16, 17:54:17
http://en.wikipedia.org/wiki/Jamie_Zawinski#Zawinski.27s_law_of_software_envelopment :D

If I´m the only one who think this is a good idea of course it should not be added, it´s just one thing I´ve missed while using the converter :)
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: romullus on 2015-02-16, 19:42:26
I wouldn't mind if Corona could read my mail ;]
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-02-16, 20:04:37
This time you need to have the latest daily build installed for this script version!

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v0.35 - [2015/02/16]
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: DeadClown on 2015-02-24, 18:03:02
Corona 1.00.00 is on the door step, so here we go...

First new public Corona Converter Version. Usable with Corona 1.0 and above.
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)
Huge amount of updates since v0.22, some important ones:

changelog:
v1.01 - [2015/02/24]
Title: Re: Advanced Corona Material Converter (continuous updates)
Post by: Dollmaker on 2015-02-25, 23:43:10
Thank you DeadClown.. :)
Title: V1.0 Corona Converter materials
Post by: James on 2015-02-27, 13:59:14
Just a small thing. Doesn't cause a problem at all, it just confused me for a minute.

When I've run the scene converter script. My existing VrayMtl in the slate editor are all converted correctly. But they still have the title of VrayMtl rather than changing to saying CoronaMtl

Pic attached
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-02-27, 14:46:40
That's unfortunately something I cannot fix ,sorry. Slate seems not to be re-reading the class name when the material class has changed underneath via script =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: lextorlex on 2015-02-28, 11:03:56
error report on convertion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-02-28, 11:50:54
Thanks for the report. Having a look on the file I assume you are using Vray 1.5?
Unfortunately I did not ever test the converter with vray 1.5. There may be several other things where the script will fail (e.g. self illumination in VrayMtls) and so on. I will see what I can do for future script releases.
Title: Re: V1.0 Corona Converter materials
Post by: blank... on 2015-03-02, 12:38:31
When I've run the scene converter script. My existing VrayMtl in the slate editor are all converted correctly. But they still have the title of VrayMtl rather than changing to saying CoronaMtl

Same thing happens with A&D.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-02, 12:42:04
I'm sure it happens with all maps and all materials ;) Blame Autodesk :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: blank... on 2015-03-02, 19:49:35
Blame Autodesk :D

I did it even before you replied :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-03-02, 20:52:51
1. Should we also blame AD for material editor switching from slate to compact and then back to slate again, during conversion?
2. If material doesn't has reflection and or refraction, it converts like this <level -1, color - black> while default CoronaMtl looks like this <level - 0, color - white>. Is there specific reason for this? Personally, i prefer CoronaMtl default approach.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-02, 21:25:38
1) no, that's on purpose. But it happens only 1 time, so that shouldn't be much of a problem. I need to temporarily place an output map there to use it for glossiness map conversions. It's a hack that involves virtual button clicking (caused by the fact that max does not allow direct manipulation of output map curves via script - don't ask... -_- )
2) It's the safest and most direct way to do it without having to check multiple conditions (you could also say lazy ;) ). Vray (per default) has a black reflection color, so the script simply converts the values that are there. To change it I'll have to check if there is no reflection map assigned and that the reflection color is black (and probably something else I forgot right now). It didn't seem important to me, plus I would not introduce possible logic errors. But you may be right, I'll make a note about changing that in a new version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-03-03, 00:17:42
Hi, the converter dont work with Xref's. Maybe you know this.

Best regards
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-03, 00:22:08
Yes, but I doubt that any script doing modifications works with xrefs ;) . It would have to open the files one by one, do the changes and save them again afterwards (and I seriously doubt most users would want that, apart from very special occasions).

Btw, if someone really needs this, the converter is accessible by maxscript. It would need just a few lines of code to make such a tool.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-03, 20:17:06
Some minor updates

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.02 - [2015/03/03]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: shadowman on 2015-03-04, 17:07:07
above awesomeness of this tool a small request if it possible in the future:
button to save/reset default window checkboxes and window position

thx!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ikercito on 2015-03-04, 23:38:50
Great work! But... why did you remove the bitmap blur clamping tool? It was quite convenient IMHO.

Thanks anyway
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-05, 00:33:48
above awesomeness of this tool a small request if it possible in the future:
button to save/reset default window checkboxes and window position
I wondered when anyone would finally ask for it :D I planned to do it, but forgot about it in the meantime. Will be implemented in the next version ;)

Great work! But... why did you remove the bitmap blur clamping tool? It was quite convenient IMHO.
It was meant as a temporary fix back in the days when Corona hat some bitmap blur issues (which have been fixed long time ago). I removed it because I didn't find it useful anymore and I didn't see why it should be part of a strictly conversion oriented tool.

I think there are a couple of scripts on scriptspot that can do mass property changes for maps/materials. You can also use this code snippet to do the same thing the converter did:
Code: [Select]
(
threshold = 0.3

bitmaps = getClassInstances Bitmaptexture
for i in bitmaps do (
if i.coords.blur > threshold then i.coords.blur = threshold
)
)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-05, 14:05:48
Some more minor updates
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.03 - [2015/03/05]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-03-05, 15:42:20
Hi Martin


Quote
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Feb 28 2015, build timestamp: Feb 28 2015 16:07:42
Converter version: 1.03
# Material conversion took 1.95 seconds
# Iterations: 195, converted: 194
# Map conversion took 0.349 seconds
# Iterations: 145, converted: 51
# Light conversion took 0.082 seconds
# Iterations: 27

Error occured in VRayFastSSS2 : Marble_white:VRayFastSSS2
-- Unknown property: "texmap_opacity" in Marble_white:VRayFastSSS2

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-05, 15:46:22
huh? O_o that's weird. Which vray version are you using? My SSS2 shader has this property...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-03-05, 15:50:26
huh? O_o that's weird. Which vray version are you using? My SSS2 shader has this property...

vray adv. 3.00.08

And also Converter converts in Diffuse slots to CoronaColor maps which do crashe scene if try to show/hide maps globally.
If replace the maps in manual mode -  all works OK
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-05, 16:02:08
Could you send me the material that's causing the conversion error? I'm on 3.10.01, I'll check the changelog to see if the opacity channel is new.

[Edit] Yes, Opacity map channel was added in 3.10.01 : "(*) VRayFastSSS2: Added opacity texture slot;"
Will fix this asap

Quote
And also Converter converts in Diffuse slots CoronaColor maps which do crashe scene if try to show/hide maps globally.
If replace the maps in manual mode -  all works OK
Afaik, this is a bug in Corona. https://corona-renderer.com/forum/index.php/topic,7180.0.html (https://corona-renderer.com/forum/index.php/topic,7180.0.html)
You're still using a build from Feb 28, so this should be fixed when you install a new version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-03-05, 18:06:53
Damn. You are right
I update with every new builds. Don't understand why was v. from 28 feb
Thanks

if it will help here report with DB 04/03/15

Quote
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Mar  4 2015, build timestamp: Mar  4 2015 17:49:43
Converter version: 1.03
# Material conversion took 2.032 seconds
# Iterations: 195, converted: 194
# Map conversion took 0.252 seconds
# Iterations: 145, converted: 51
# Light conversion took 0.076 seconds
# Iterations: 27

Error occured in VRayFastSSS2 : Marble_white:VRayFastSSS2
-- Unknown property: "texmap_opacity" in Marble_white:VRayFastSSS2
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: johan belmans on 2015-03-06, 13:24:38
Damn. You are right
I update with every new builds. Don't understand why was v. from 28 feb
Thanks

if it will help here report with DB 04/03/15

Quote
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Mar  4 2015, build timestamp: Mar  4 2015 17:49:43
Converter version: 1.03
# Material conversion took 2.032 seconds
# Iterations: 195, converted: 194
# Map conversion took 0.252 seconds
# Iterations: 145, converted: 51
# Light conversion took 0.076 seconds
# Iterations: 27

Error occured in VRayFastSSS2 : Marble_white:VRayFastSSS2
-- Unknown property: "texmap_opacity" in Marble_white:VRayFastSSS2

Hi Deadclown,

I got the same message:
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Mar  4 2015, build timestamp: Mar  4 2015 17:49:43
Converter version: 1.03
# Material conversion took 1.024 seconds
# Iterations: 35, converted: 34
# Map conversion took 0.007 seconds
# Iterations: 15, converted: 2
# Light conversion took 0.01 seconds
# Iterations: 3

Error occured in VRayFastSSS2 : Material #3:VRayFastSSS2
-- Unknown property: "texmap_opacity" in Material #3:VRayFastSSS2

Johan
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-06, 13:30:35
Ok, I've uploaded the fixed version :)

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.04 - [2015/03/06]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: johan belmans on 2015-03-06, 13:52:25
Thanks!!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-03-09, 11:21:05
I'm probably asking too much, but it would be nice if CMLC has its own icon to place in toolbar. Picture of DeadClown should be enough ;]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-09, 11:33:19
In theory that wouldn't be a problem (if you like clown icons!) but it would mean that I'd have to distribute more than 1 file. There would be 1 or 2 extra files for the icon and probably one extra file to make a macroscript that has a reference to the major script file.
I want to keep everything as simple as possible (drag & drop the file into a viewport is currently all you need to do), and just the additional icon would mean I would have to make a zip or mzp package and installation notes etc...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-03-09, 12:18:09
Fair enough. I should do little search myself on how to use custom icons in 3ds max - text buttons in vertical toolbars takes just too much place.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dollmaker on 2015-03-10, 01:01:23
I'm probably asking too much, but it would be nice if CMLC has its own icon to place in toolbar. Picture of DeadClown should be enough ;]

+1 for this request. button is required :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-03-13, 23:57:38
Hi, custom icon surely would be a nice addition, even a clown one ) - why not, in it's absence I for instance, am constantly forgetting which icon I used for CMLC the last time (after the previous update) and sometimes search for it for quite some time both when selecting a new one and when trying to find cmlc using new one after. About simplicity, well hard to argue with that - still I'm never use scripts by dragging them into max instead I always do buttons for them using this simple and quick method http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ so personally I wouldn't be too unhappy if I would have to do some more additional manipulations which in turn probably will be less than all those that I do now each time.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Rimas on 2015-03-16, 17:03:33
Hi!

I'm not sure if anyone else at all does this, but when using Mental Ray I tend to use a composite shader as a diffuse map and then within that composite - a texmap and then a MR Ambient/Reflective Occlusion shader multiplied on top (it makes for a nice look and contact shadows).

So when I try to convert such a scene to Corona, I obviously have a problem with those shaders still being there unnecessarily. How do I go about automating the remedy for this? What I'd love to happen is the texmap used in the Composite map to be used directly as a diffuse map and the AO scrapped. Maybe someone clever could even implement that into the converter? :D
The reason I'm asking is because it takes a good while checking and fixing those materials...

Any thoughts/solutions are much appreciated!

Thanks!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: markeeyboy on 2015-03-19, 13:14:52
Hello - sorry but just wondering if you have converter from corona material to vray converter?

Thanks !
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-19, 18:37:42
Hi, custom icon surely would be a nice addition, even a clown one ) - why not, in it's absence I for instance, am constantly forgetting which icon I used for CMLC the last time (after the previous update) and sometimes search for it for quite some time both when selecting a new one and when trying to find cmlc using new one after. About simplicity, well hard to argue with that - still I'm never use scripts by dragging them into max instead I always do buttons for them using this simple and quick method http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ so personally I wouldn't be too unhappy if I would have to do some more additional manipulations which in turn probably will be less than all those that I do now each time.
I'll soon provide another simple script that can be used in conjunction with the converter. You can install that macroscript and still use the converter as it is + add the new versions by simply copying them to your scripts folder (as it is now). The macroscript will always use the latest version.


So when I try to convert such a scene to Corona, I obviously have a problem with those shaders still being there unnecessarily. How do I go about automating the remedy for this? What I'd love to happen is the texmap used in the Composite map to be used directly as a diffuse map and the AO scrapped. Maybe someone clever could even implement that into the converter? :D
It's not too hard to do it with some lines of script, but it's way to specific for the converter. You would probably be the only person who would ever use it ;)
But I see that I need to add support for the MR AO texmap, will be added in the next version.


Hello - sorry but just wondering if you have converter from corona material to vray converter?
Here is one, but it does not work for Corona 1.0 (yet?) https://corona-renderer.com/forum/index.php/topic,6375.0.html (https://corona-renderer.com/forum/index.php/topic,6375.0.html)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: markeeyboy on 2015-03-21, 03:54:57
Thanks for the reply !
I will give it a try first
I hope it works.

Cheers Clown
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cgiout on 2015-03-21, 19:55:34
Hi.
Had this error today converting an old scene created in Vray 2.x + Siger shaders.
Please note that the 4 jpg files are no longer existing in my hd.
Btw the scene seems to be rendered correctly except for carpet that was using Vray fur.

EDIT: stupid me, i probably misunderstood the error message...think the error simply refers to missing maps.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-03-23, 07:35:00
Thank you for the amazing script. I don't know if these are bugs or missing on purpose.

* I did a conversion on a scene earlier, and I noticed the translucency map was missing on the corona material.

* The translucency map got converted on the leaf material, but there was another problem. The material is using the same texture in Diffuse and Translucency. But the Bitmap that was connected to Translucency had other values in "RGB Level" in the Output tab. The converter removed the Translucency bitmap and connected the Diffuse bitmap instead. Maybe because they are using the same texture.

* The vray material is blending a Normalmap and a Bump, that was also missing. Is "Normal Bump" supported by CoronaNormal?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-23, 10:15:28
Had this error today converting an old scene created in Vray 2.x + Siger shaders.
[...]
EDIT: i probably misunderstood the error message...think the error simply refers to missing maps.

Hi, thanks for the report :) . Yes the error message is due to missing maps - but this is not intentional. The conversion error messages should only occur when there is a maxscript problem, not a map problem. It's due to the way autodesk maps work and I'll have a look to change it.

Thank you for the amazing script. I don't know if these are bugs or missing on purpose.

* I did a conversion on a scene earlier, and I noticed the translucency map was missing on the corona material.

* The translucency map got converted on the leaf material, but there was another problem. The material is using the same texture in Diffuse and Translucency. But the Bitmap that was connected to Translucency had other values in "RGB Level" in the Output tab. The converter removed the Translucency bitmap and connected the Diffuse bitmap instead. Maybe because they are using the same texture.

Well, "kind of" on purpose. The point is that users normally don't use translucency inside VrayMtls in conjunction with Vray2sided materials. The script assumes that, in order to make the effect similar in corona, it should take the map that is used in the Vray2sided material (that's how people normally use translucency with Vray2sided) and assign it to the translucency channel in the resulting CoronaMtl. If there is no translucency map in vray2sided, it takes the diffuse map of the front Mtl.
I admit that this may not be the right way to convert a material depending on how you do your materials, but in most cases it creates visually similar results to the original Vray version.
The VrayMtl translucency is never converted, it's always lost - I don't see a way to convert it properly =/

* The vray material is blending a Normalmap and a Bump, that was also missing. Is "Normal Bump" supported by CoronaNormal?
No, it's not supported. In Corona you can't blend normal and bump maps. That's why it's gone after conversion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-23, 13:51:30
New version!
I also added a separate macroscript file for download on the website. It always loads the latest converter script file from the scripts directory.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.05 - [2015/03/23]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-03-23, 14:17:58
Thank a lot Martin!
You need page moderator for updating image and version numer (;
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-23, 14:54:05
Well, all the changelog, html, download.php, version number files and stuff is done automatically by a custom build-manager script I made for the converter, so it's just a few clicks (it even posts the changelog here :D) but I don't have a way to make the screenshot automatically yet ;).
A more problematic thing is that the javascript snippet I use on the webpage to include the version info and changelog doesn't seem to load every time - and I don't have a clue what could be wrong :-/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-03-23, 15:36:47
Good work!
I like when all works itself by scripts)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-03-23, 20:34:07
Martin, you rock even more than ever ! That version-checking-converter-launching macroscript is such a clean, elegant and easy to use solution - thanks !   
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-03-24, 06:10:54
I converted a kitchen scene earlier, and some of the porcelain is using the "Additive (shellac) mode" in V-ray. The converter gave the materials values between 90-100 blend.

I changed the IOR to 100 in the black reflect material, and added a Falloff with Fresnel type to the blend material. Looks kinda the same.
I was just wondering if this is a feature that can be automated with the converter. Perhaps it is impossible for the converter to know which of the materials to adjust in the blend.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-03-24, 10:12:39
Martin, you rock even more than ever ! That version-checking-converter-launching macroscript is such a clean, elegant and easy to use solution - thanks !
Glad you like it :) Clean and easy is always my preferred way of doing things.

I was just wondering if this is a feature that can be automated with the converter. Perhaps it is impossible for the converter to know which of the materials to adjust in the blend.
Yes, that's the point. Since no additive mode is available in the normal blend material you will never get the same results. But even if I did something like you did, it would only be working in a fraction of the cases. I would have to parse the submaterials and implement extremely fragile and imprecise logic to fake something that looks like in vray - and since I cannot guess all the possible things people do with shellac mode it would still suck ;)

Title: error report
Post by: bair4ik on 2015-03-31, 14:35:21
>>> SCENE Info: <<<
Corona version: 1.00.02, build timestamp: Mar 16 2015 21:46:40
Converter version: 1.0
# Material conversion took 1.161 seconds

# Iterations: 92, converted: 92

# Map conversion took 0.032 seconds

# Iterations: 74, converted: 1

# Light conversion took 0.04 seconds

# Iterations: 30


Error occured in freeSpot : $Free_Spot:Fspot05 @ [-4616.637207,-1668.889648,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot05 @ [-4616.637207,-1668.889648,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot08 @ [-4611.567383,-617.515503,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot08 @ [-4611.567383,-617.515503,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot09 @ [-4603.811523,-2943.790771,3363.356201]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot09 @ [-4603.811523,-2943.790771,3363.356201]

Error occured in freeSpot : $Free_Spot:Fspot10 @ [-4611.567383,398.034912,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot10 @ [-4611.567383,398.034912,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot11 @ [-5559.323730,398.034912,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot11 @ [-5559.323730,398.034912,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot12 @ [-5559.323730,-617.515503,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot12 @ [-5559.323730,-617.515503,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot13 @ [-5564.393555,-1668.889648,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot13 @ [-5564.393555,-1668.889648,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot14 @ [-5551.567871,-2943.790771,3363.356201]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot14 @ [-5551.567871,-2943.790771,3363.356201]

Error occured in freeSpot : $Free_Spot:Fspot15 @ [-6899.365234,-1668.889648,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot15 @ [-6899.365234,-1668.889648,3389.843018]

Error occured in freeSpot : $Free_Spot:Fspot16 @ [-7807.109375,-1668.889648,3389.843018]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot16 @ [-7807.109375,-1668.889648,3389.843018]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-01, 10:09:37
Are you by any chance using Vray 1.x? I don't have any problems with that property here so my best guess would be that you are using an old plugin version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-04-09, 23:04:26
I have one small request. Switch renderer to Corona option is great, but it resets scene if renderer already set to Corona. Could script check for a current renderer before conversion. That would help to avoid little nasty surprises :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-10, 01:13:58
Whoops.. Of course, will be fixed :) Thanks for reporting.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2015-04-10, 07:49:57
deadclown: maybe we should include updated mtl converter in next corona bugfix release...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-10, 09:49:10
Yes, I would appreciate that :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-10, 10:50:08
New version with minor updates.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.06 - [2015/04/10]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-04-10, 11:24:22
Sweet! You're competing with Ondra and his team in terms of response :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-04-12, 04:27:51
 Hello, I'm not sure if that's a bug, some overlook or maybe even a feature request ) - Currently CMLC's Show Maps in Viewport on/off function does not respect selected conversion modes yet it would be much more useful if it could.
 There are even some cases when uncontrolled show maps function can cause quite a disaster with crashes, freezes, and so on - for instance in some  town/city modelling scenes with lots of textured buildings, trees, cars, etc. thus making it useless if not dangerous to use or at least so in its current state.
 In my pre Corona days in such cases I've used this http://www.daveandgoliath.com/viewport-maps-onoff/ handy script but sadly it is not Corona compatible and I totally suck in scripting to make some (probably minor) adjustments to make it Corona friendly.
 Btw this guy had written another quite handy, this time partially Corona related script http://www.daveandgoliath.com/paint-pot-3dsmax-database-of-paint-codes/ - it is quite useful even as it is but it sure can be made even better with some corona material/scripting expert's help ;)   
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-14, 11:51:05
I remember there was a Corona bug when CoronaColor maps were tried to be shown in the viewport, but this one should be fixed. It also should not be crashing in any way - if it does it is a bug and should be reported. If you have a material or scene where you can reproduce a crash I would be happy to have a look at it.
Freezing is also something that shouldn't be happening. It can, however, take quite some time to load all maps into gpu memory (which results in an inactive max window) or maybe even be problematic if you have huge amounts of maps but that's expected behavior.

The script you have linked basically does the same thing I do, just limited to Vray, Arch&Design and standard materials. So it would react the same way.

I'll see if I can somehow include a "selected only" mode without screwing up the ui too much ;) Thanks for the suggestion.
[Edit] Done, will be available in the next update.

I also tried the paint-codes script but it fails on creating CoronaMtls. It's encrypted so I cannot help.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-04-14, 16:22:23
 Hi, sorry, I was too tired\sleepy and frustrated at the time - no wonder considering the actual time when I wrote that post  and  probably explained that behaviour too vaguely.
 The CMLC is not crashing\freezing max in itself it's just that when that function is used without selection\restriction to just needed ones (accidentally or intentionally) on such a heavy scene as I described, when let's say more than 1k different textured houses (one's from google warehouse, some building generators, manual modelling etc.) are used it just fills up the gpu ram and does so often to the brink of freezing and sometimes even crashing max. On my main pc, where 4gb vram gpu is used that's just a slowdown\freeze for a minute or so, as textures fill up gpu ram to the brim (and probably want much more) yet somehow max still manages to hold up, the problem is much, much worse on one of my secondary pc's where is just 1.5gb vram gpu used - that's where things are really bad.
 Still, it is in no way CMLC's or Corona's  fault of course - it's just a general and expected max's behaviour. It just happened when I was working on that scene with all those textures hidden (actually thanks to CMLC for allowing to quickly hide all of those with single press of a button in the first place) but when I needed to adjust some district to better fit the surrounding ones, thinking cmlc does respect those selection modes, I just selected that district group, ticked the "material of selected objects' in cmlc and bam - instead of what I expected it did so for all of those present in the scene and of course I've got those nasty freezes as one could guess ))

 "The script you have linked basically does the same thing I do, just limited to Vray, Arch&Design and standard materials. So it would react the same way." - yeah basically yes but with one quite big difference for my case - it got working "selected objects only" tick which make it much more useful for such scenes, yet sadly it's not working for corona materials.

"I'll see if I can somehow include a "selected only" mode without screwing up the ui too much ;) Thanks for the suggestion.
[Edit] Done, will be available in the next update."

 Cool ! thanks as always )

"I also tried the paint-codes script but it fails on creating CoronaMtls. It's encrypted so I cannot help".

 - well yes not for v1.0 materials but it worked for alpha's ones - right now I just fire it up and use an eyedropper tool to copy those colours from script's window to my material. Seeing how helpful you've been for some scripters already I thought maybe, if you you've found some time, you could advise the maker on how to make it more corona friendly or something like that. Well he actually even asked for such help ))

ps: Sorry for cluttering the thread )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-04-15, 02:56:59
Hi deadclown,

As you know I've emailed for some guidence on writing my script. I've got a show diffuse toggle problem when the bitmap is part of a Composite Map in the diffuse slot. I've notice your script also has the same problem. I've yet to find a way around this yet. Just to let you know.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-15, 10:01:20
Well I think there is no solution ;) You can either exclude composite maps or simply take a random submap.. but since you don't know what is a "representative" map for the whole composite you won't know which one is the best choice.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-04-15, 17:20:35
Yeah I'll try that, if my skills allow it! ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-04-16, 22:40:44
Hi, Martin!

Quote
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Apr 16 2015, build timestamp: Apr 16 2015 00:33:20
Converter version: 1.06
Installed Vray plugins: V_Ray_RT_3_10_03  V_Ray_DEMO_3_10_03 
# Material conversion took 0.063 seconds
# Iterations: 4, converted: 0
# Map conversion took 0.043 seconds
# Iterations: 164, converted: 0
# Light conversion took 0.035 seconds
# Iterations: 13

Error occured in Autodesk_Material : Solid Glass:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Ceramic:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Wall Paint:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Metal:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-17, 13:05:47
Would you mind making me a simple scene with those 4 materials? I don't get any errors here with the default Ceramic/WallPaint/Metal shaders =/

Those Autodesk materials are slowly driving me CRAZY! I've made more blind fixing attempts for those suckers than for all other materials combined O_o
(http://tclhost.com/o9lSPS7.gif)

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: johan belmans on 2015-04-17, 15:43:43
Or you can buy this script http://www.3dstudio.nl/autodesk-material-converter (http://www.3dstudio.nl/autodesk-material-converter)
Soon it will convert to Corona aswell.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-17, 16:12:37
(http://i.kinja-img.com/gawker-media/image/upload/s--gRG2YWja--/efg4piwisx1tcco4byit.png)
The point is that Autodesk materials are badly designed and have a really weird way handling properties. I'm using an internal function to convert all the thousands of submaterial classes into a generic autodesk material - which leaves just 1 material to be converted with clearly defined properties, at least that's how it should be (I guess those people do the same thing).
The question now is: why does the generic material not have this "Generic_Color" property? That's like a Vray material that is randomly missing the diffuse color parameter - just for fun.

Sure, people can buy this autodesk material converter if they want to (and it's absolutely fine to do that if you want the quality). But I do a converter for all the people who don't want to spend 60 euros for converting just some few autodesk materials (Donations will be accepted :D ).
What I need are sample scenes with a lot of those materials since I don't have any other than my own generated default ones via maxscript - so debugging is really problematic for me.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: johan belmans on 2015-04-17, 19:46:52
Hi Martin,

you know I love your devotion. The script I mention is just  a suggestion to whom is interrested. Nothing more nothing less.
Keep up the good work!! Questions about the generic color, I am sure Joep (EUE) can give you a hint.

cheers

Johan
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-17, 20:15:27
No worries Johan, I didn't mean to be angry or offended or something (even though the grumpy cat picture may have given a different impression ;-) ). I absolutely think that the script you suggested is a better solution for people who need Autodesk materials converted regularly!

About asking Joep: I don't really know what the problem is right now, so I'll just wait for a scene from headoff ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-04-17, 22:25:57
Would you mind making me a simple scene with those 4 materials? I don't get any errors here with the default Ceramic/WallPaint/Metal shaders =/

Those Autodesk materials are slowly driving me CRAZY! I've made more blind fixing attempts for those suckers than for all other materials combined O_o
(http://tclhost.com/o9lSPS7.gif)

Of course
I attached it to post
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-04-17, 22:54:46
 Hi headoff, hi Martin, I downloaded that buggy material scene too (honestly I'm not sure why) - and it gives me the same error yet in my case those materials are quite strange by themselves - http://clip2net.com/s/3giNQ0i - and there are no wonder they don't convert well -  maybe in my case it is something max 2016 related, but I've never seen anything like that message before so decided to post just in case )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-17, 23:32:07
Hmmm... indeed, I'm having the exact same thing as you antanas. Well, that explains why the conversion fails. I also saved the file down to 2014 to make sure it's not simply a missing dll in 2016 or something but it's giving an identical message.

headoff: It seems to be a partly converted scene - so it's probably the material after a failed attempt to convert to generic. Could you upload the materials before conversion?

antanas: Offtopic: What is that windows theme you're using? Looks good! :)

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-04-18, 02:09:55
This one http://fcoar.neiio.ca/ or http://www.deviantart.com/art/FCOAR-7-447452336 or more specific it's dark variation with some minor tweaks now I cannot recall which tweaks in particular as I've installed that quite a while ago - two things I do remember clearly ) is that I've used Jasmin's 3D color changer (found on fcoar website too) to colour windows classic shell for it to match their aero one, which means 3ds max's (and not only it's) aero unskinnable windows colours etc. and some minor windows font colour tweaking too as their default tended to be a little too dark even for my tastes )
 Indeed it's one of the most beautiful and less annoying (even in the long run) windows skins out there - just be sure to disable windows blur (using small utility link to which is provided in it's readme file or by some other method) but leave window shadow option on - if not done it can cause some weird artefacts instead of looking awesome - damn Microsoft for making this process so cumbersome )))

edit: by unskinneable I've meant windows\apps like those http://clip2net.com/s/3gj5kB0 - this way even archicad or sketchup (and many more alike) do not annoy me\burn my eyes as much as before )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-04-19, 04:40:37
Hi Martin
It is a strange but I can't get this bug again with the same materials.
I'll try to get bug once again)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Vadim861 on 2015-04-19, 09:30:51
Help! After installing 6.1 alpha stopped working converter. Where can I download a later version of the crown converter with support for alpha 6.1.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-04-19, 11:03:00
Help! After installing 6.1 alpha stopped working converter. Where can I download a later version of the crown converter with support for alpha 6.1.

[note: Starting with Corona A6, this script is bundled and installed with the main Corona plugin into the 3dsmax scripts directory]

Look at your max script folder, there should be "CoronaConverter_v0.xx.ms"
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Vadim861 on 2015-04-20, 21:33:23
Thank you)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-20, 21:48:57
This one http://fcoar.neiio.ca/ or http://www.deviantart.com/art/FCOAR-7-447452336 or more specific it's dark variation with some minor tweaks now I cannot recall which tweaks in particular as I've installed that quite a while ago
Thanks a lot antanas. I know windows themes are often "problematic". I don't understand why Microsoft doesn't make a dark theme by themselves - the win 7/8 color settings are a joke.

It is a strange but I can't get this bug again with the same materials.
I'll try to get bug once again)
No problem, now I'm really curious what could cause that kind of problem ;)


Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: puyanama on 2015-04-22, 13:02:47
hi all . when i press Start Convertion Bottun, max has show me the error . help me .
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-22, 13:20:45
hi all . when i press Start Convertion Bottun, max has show me the error . help me .

Which Corona version are you using? Probably A6 ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: puyanama on 2015-04-22, 15:02:47
hi all . when i press Start Convertion Bottun, max has show me the error . help me .

Which Corona version are you using? Probably A6 ?

alpha
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-22, 20:21:55
Alpha what?

Anyways... if you don't use the latest builds use the converter that is shipping with the Corona installer - that one is made for the version you are using (new ones will not work). You can find it in the "scripts" folder in your 3ds max directory.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-04-24, 11:47:14
The scrip works with "standard materials"? or only with vray and mental ...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-24, 11:50:22
Quote from the download page:

Quote
Supported materials:
    Max / Mental Ray:
    StandardMaterial
    Autodesk_Material
    Shellac
    RaytraceMaterial (basic)
    Architectural (basic)
    Arch___Design__mi
    Car_Paint_Material__mi

    finalRender:
    fR_Advanced
    fR_Architectural
    fR_Metal (basic)
    fR_Glass (basic)

    Vray:
    VRayMtl
    VRayBlendMtl
    VRayLightMtl
    VRay2SidedMtl
    VRayCarPaintMtl
    VrayOverrideMtl
    VrayMtlWrapper
    VRayFastSSS (basic)
    VRayFastSSS2 (basic)

Supported maps:
    VrayColor
    VrayDirt
    VrayNormalMap
    VraySky
    VRayCompTex
    VRayEdgesTex
    VRayGLSLTex
    VRaySoftbox
    Normal_Bump
    Autodesk_Map
    Multi_Sub_Map
    Amb/Refl_Occlusion

Supported lights:
    VRayLight
    VRayIES
    VRaySun
    Omnilight
    freeSpot
    targetSpot
    Free_Light
    Target_Light
    Directionallight
    TargetDirectionallight
    Daylight Assemblies
    fR RectLight
    mr_Sun
    mr_Sky_Portal
    miAreaLight
    miAreaLightomni

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-04-24, 15:31:32
its becaus I´ve try to convert an imported sketchup file and the plugin dosnt convert the materials ...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-24, 15:37:43
What type of materials are they?
If they are not supported I can add them, but I'm not aware of any missing ones. If they are in the list but not converting, please upload a simple scene with some of those materials so I can have a look at what could be wrong ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-04-24, 16:12:44
Got this error today
Code: [Select]
>>> SCENE Info: <<<
Corona version: 1.00 DailyBuild Apr 16 2015, build timestamp: Apr 16 2015 00:33:20
Converter version: 1.06
Installed Vray plugins: V_Ray_RT_3_10_03  V_Ray_Edu_3_10_03 
# Material conversion took 1.215 seconds
# Iterations: 94, converted: 94
# Map conversion took 0.014 seconds
# Iterations: 58, converted: 10
# Light conversion took 0.028 seconds
# Iterations: 34

Error occured in VRayLight : $VRayLight:AI39_004_obj_73 @ [484.533875,-28.347883,0.000000]
-- Unknown property: "Shape_mesh" in $VRayLight:AI39_004_obj_133 @ [484.533875,-28.347883,0.000000]

Guess it's this thing ?
(http://i.imgur.com/3xZazdS.jpg)

I can't seem to find any AI39_004_obj_133 object. Maybe that's the error.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-24, 16:37:14
Could you send me the scene or the object so I can test it here? I guess I know why there is an error, but it would be better if I could test it myself :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-04-24, 16:49:58
Stripped the scene down to the error light so I don't break any copyrights.
As I said earlier, AI39_004_obj_133 does not exist.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-04-25, 10:46:10
What type of materials are they?
If they are not supported I can add them, but I'm not aware of any missing ones. If they are in the list but not converting, please upload a simple scene with some of those materials so I can have a look at what could be wrong ;)

There are standard materials, Try to import any model from sketchup and convert directly.
Maybe Its my mistake ...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-04-25, 10:56:34
Stripped the scene down to the error light so I don't break any copyrights.
As I said earlier, AI39_004_obj_133 does not exist.
Thanks for the report and the scene! It was indeed due to the missing object for the light. Those cases will be ignored in with the next converter version :)

There are standard materials, Try to import any model from sketchup and convert directly.
Maybe Its my mistake ...
Ok, I downloaded and tried a sketchup scene import. The problem is that those new materials are not recognized directly after the import. If you import your stuff, then save the scene and run the converter afterwards it's working fine.
It's a tricky problem with how max handles materials...  I'll see how I can fix it without making the converter much slower =/ Thanks for the report!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: originalsurfmex on 2015-04-27, 13:53:26
Hey Thanks for the awesome development on this script.  It's been super valuable for those of us with a VRAY background.  Quick question.  Is there a way you could make older versions available?  I'm having a hard time with Alpha 7 and the new script.  I would very much appreciate it if you could.  Thanks!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-04-29, 13:46:38
This is not really a bug, don't know if it's even worth the fix. But I thought you should know.

It looks like V-Ray does not have a Base Color. When you plug a CoronaWire into the Opacity Color, the Base Color need to be Black for it to work.
And "All Edges" was still turned on, even though "Hidden Edges" was turned off in V-ray

(http://i.imgur.com/sGchcIf.png)
(http://i.imgur.com/NtT5QAZ.png)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-01, 14:46:23
Quick question.  Is there a way you could make older versions available? 
That's not planned and imho not necessary . Each Corona installer (A6 and up) comes with a version of the script included (you can either install it or just unpack it to get the file). So you can use the working versions from there ;)

This is not really a bug, don't know if it's even worth the fix. But I thought you should know.

It looks like V-Ray does not have a Base Color. When you plug a CoronaWire into the Opacity Color, the Base Color need to be Black for it to work.
And "All Edges" was still turned on, even though "Hidden Edges" was turned off in V-ray
Well, yes, it's not really a bug. It's one of those things that "could" be fixed with an additional rule for just that case but it would probably break something in a slightly different setup (plus, it wouldn't work if there is some other map between - like a composite). Since Vray and Corona materials do handle specific things differently there is not always a safe automatic solution =/
Non the less, thanks for reporting! You can never know if there's some hidden bug somewhere :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-01, 15:06:47
some minor updates

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.07 - [2015/05/01]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: tallbox on 2015-05-01, 16:21:26
Thanks
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-05-01, 18:26:45
 Hi Martin, I tried new version of the converter and that's what I got http://c2n.me/3h36vCq (listener error log attached) - it seems "only selected objs" map on\off option doesn't work with multisub materials while it works with single\simple ones or at least it is so on max 2016 or it is just me doing something wrong which wouldn't be the first time ))
 
 Still thanks for such an option and if you can fix that behavior it will make life (probably not only mine) way easier when dealing with such scenes as the one on that screenshot I posted as it is just a small part of it (something like 1\50ieth or even less of the whole one) and working with show maps "on" in such ones is totally out of the question even on relatively decent hardware, even when using different un\hideable layers for different districts and such. Yet one surely needs the ability to turn those maps on\off on the selection of objects/group/whole layer to fine tune some parts of the scene to match each other which isn't possible to do without shown maps and is quite cumbersome and slow to do manually given how many of those multisubs are usually on those. In my vray days I have used some of the "Show Maps In Viewports" scripts, made a buttons for those and did not have such worries at all - sadly almost all of those which I've used before are quite old and are not corona compatible at all or I just hadn't found any newer which are. Why am writing this, well I think that even if that function is really appreciated inside the CMLC - some separate viewport texture on\off macrosript (or a simple one) which could be pinned to quad menu, mapped to some keyboard shortcut or just pinned as a separate button would be no less usefull and maybe even more useable in most scenarios - hopefully I'm not too greedy to ask that ))
 
 Sorry for the messy post and no less messy and probably unnecessary attempt to do some easier understandable infographics in that screenshot - it's just that today my brain is totally f****d up by that goddamned changing weather + no less damned full moon coming and because of that, for the past two days or so I feel like I'm slightly drunk or on some drugs - it's not an unpleasant feeling )) yet probably that shows through my logical\explanational skills as even for myself I sound\read even more chaotic than usual )))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: bs on 2015-05-04, 11:48:08
hi there,

is the latest build of the converter script always part of the corona installer or can it happen that with the installer there is not the latest one?

greetz and thanks for it=)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-05-04, 12:07:18
The installer does not get updated so for the newest version you need to visit this place:
http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: vip39 on 2015-05-04, 16:16:45
Error report
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-04, 16:35:43
Hi Martin, I tried new version of the converter and that's what I got http://c2n.me/3h36vCq (listener error log attached) - it seems "only selected objs" map on\off option doesn't work with multisub materials while it works with single\simple ones or at least it is so on max 2016 or it is just me doing something wrong which wouldn't be the first time ))
Thanks for the screenshot :) . That's what's happening if you don't test it in production scenes =/ I forgot about multimaterials etc. Will fix it asap.

Error report
Thanks for the report! Could you send me a scene containing the materials that are causing the problem? I don't need any geometry, just the (original, non-converted) materials for debugging.
[Edit] Or better, try the the latest version of the converter, I think I fixed that one already :)
http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-04, 20:20:51
never refactor code without testing it afterwards *facepalm*

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.08 - [2015/05/04]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-05-05, 02:45:03
Hello, I've tested 1.08 - show map on\off on selected is now working with multsubmats and thus you've made my life easier once again, thanks !!!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-05-05, 13:04:22
Hi master, I get this error

Error occured in freeSpot : $Free_Spot:Fspot017 @ [7210.517578,26008.390625,1204.664063]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot017 @ [7210.517578,26008.390625,1204.664063]

Its about shadowmaps?

cheers.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-05, 20:37:11
Hello, I've tested 1.08 - show map on\off on selected is now working with multsubmats and thus you've made my life easier once again, thanks !!!
Great, glad to hear it works now :)

Error occured in freeSpot : $Free_Spot:Fspot017 @ [7210.517578,26008.390625,1204.664063]
-- Unknown property: "AreaShadow" in $Free_Spot:Fspot017 @ [7210.517578,26008.390625,1204.664063]

Its about shadowmaps?
It's probably a bug that is already fixed. Which Converter version are you using? And do you have vray installed?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-05-05, 22:03:51
I have vray 3 and I use Material converter 1.0.8 (3dmax 2014)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-05, 22:22:38
I have vray 3 and I use Material converter 1.0.8 (3dmax 2014)
mhh weird..  could you send me a max file containing this light?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: KOGODIS on 2015-05-06, 00:37:34
Hi, i have problems with vray fastsss2 materials, lose the sss color bitmap on the conversion, version 1.08, 3dsmax 2014, corona lastest daily build. am i doing something wrong? thaks for the scipt, very useful
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2015-05-06, 00:43:10
I have vray 3 and I use Material converter 1.0.8 (3dmax 2014)
mhh weird..  could you send me a max file containing this light?

Its so big scene, but I can save the lights in a diferent file. Maybe its because I made the file in 3dmax2016 with vray3.10.03 and I have vray3.00.08.
But any way I can send you ...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-07, 16:42:09
Hi, i have problems with vray fastsss2 materials, lose the sss color bitmap on the conversion, version 1.08, 3dsmax 2014, corona lastest daily build. am i doing something wrong? thaks for the scipt, very useful
I'm not exactly sure how I handled the maps in the sss conversion (can't have a look right now) but it might be the case that those are indeed discarded. fastSSS2 and the currently only possible way to do sss in corona are quite different. As long as there is no dedicated skin shader in Corona I don't really see a way to convert those SSS shaders properly. I could do "something" but the result would probably suck in 90% of the cases. The sss conversion is mostly meant as a "better than nothing" solution right now but I'll have a second look, maybe I can do something ;)

Its so big scene, but I can save the lights in a diferent file. Maybe its because I made the file in 3dmax2016 with vray3.10.03 and I have vray3.00.08.
But any way I can send you ...
The light objects are all I need, no geo or anything else ;) So the file should be really small.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: daniel.reutersward on 2015-05-08, 21:18:17
I´m having some trouble with the converter.

I tried importing a skp-file and the converter did not convert anything? Then I tried exporting a fbx-file from SketchUp and importing...and the converter only converted a few objects?

Is there some workflow from SketchUp to 3ds max that I´m not aware of or I´m I doing something wrong?

Before these problems the converter worked perfectly every time!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-08, 21:39:49
I had a report like that some days ago and I know what the problem is (as far as I can tell it exists for at least a year ;) ). The thing is: I could fix it but conversion would take a lot longer. So I'm not yet sure how to handle it. The easiest solution right now is to simply save the scene and run the converter afterwards. Please let me know it this worked in your case :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: daniel.reutersward on 2015-05-08, 22:14:50
Thanks for the information Deadclown! I haven´t tried your solution yet, but what seemed to do the trick for me was to select everything and change the converter to "materials of selected objects", without the need to save and run the converter again :)

Update: Yes, your solution worked for me as well :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-05-11, 04:15:33
I read somewhere in my research on learning maxscript that if you hold the scene in max then it's the same as saving because someone was having similar problems with max bugging out so if the converter made use of the hold function prior to converting then this may solve it? Least you don't do a hard save so to speak :) + you can fetch the scene back if you so wish to the previous state.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-11, 10:40:17
Yes, you're on the right track ;) . The problem is that max is not updating the internal materials array after importing stuff. The update is only fired on saving. I wouldn't use hold because some people may already have something important in there and overwriting it is not a good idea imho (+ it would also be extremely slow on big scenes).
My current best option is doing a save selected without any nodes (so more or less just an empty max file). I already use that somewhere else in the script but I still try to avoid it because it adds some lag non the less =/ . Another way to solve the problem is changing the parameters of my getclassinstances method, but that would make everything a lot slower.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-05-11, 21:51:54
May sound silly but have you tried:
Code: [Select]
ATSOps.Refresh()
Docs here: http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/index.html?url=files/GUID-F203ABBC-C3DF-4406-A449-CE6EDC011F55.htm,topicNumber=d30e189877 (http://docs.autodesk.com/3DSMAX/16/ENU/MAXScript-Help/index.html?url=files/GUID-F203ABBC-C3DF-4406-A449-CE6EDC011F55.htm,topicNumber=d30e189877)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-11, 22:09:29
It's only updating assets (maps, ies, etc) , not the materials themselves (I tried it non the less, you never know with autodesk ;) )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-05-11, 22:34:22
 ATS UI says 'Maps/shaders" ! Pesky AD ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: WonderrOzz on 2015-05-15, 10:02:34
Hello. I Like this converter very much )) But it have one mistake. It always set wrong value of "Directionality" in Lights. Actually it sets the same value, but the same value in corona not matches the same value in Vray! I always need to decrease this value 20-30% from original.
And Thank U guys for Your work.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-05-17, 21:30:42
Hi DeadClown:

I'm using Batch it Max to convert scene en masse and was trying the line below for the .ms file. Note it evaluates just fine in the listener. But runs into an error using 'Batch It Max'. Also don't say that to fast :D
Code: [Select]
CoronaConverterNoGui = true  /* this will prevent the Converter Dialog from opening */
scripts = sort(getfiles (srchDir + "\\" + "CoronaConverter_v*.ms"))
latest = scripts[scripts.count] as string
include latest

CoronaConverter.converterSettings.switchRenderEngine = true
CoronaConverter.converterSettings.printInfo = false
CoronaConverter.converterSettings.silent = false
CoronaConverter.convertScene()

I could use include @"C:\coronaConverter_v0.24.ms" like the help on your page suggest but I was looking to see if I could be lazy and do it this way.

Link to BIM: http://www.paulneale.com/scripts/batchItMax/batchItMax.htm (http://www.paulneale.com/scripts/batchItMax/batchItMax.htm)

A better code to get script in might be if you place it in your scripts folder:
Code: [Select]
include "$scripts\\CoronaConverter_v1.08.ms"
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-05-17, 21:33:41
I always need to decrease this value 20-30% from original.
I have noticed this too. I've been changing my lights over to lumen since both engines can use that unit.
30Image and 30 Radius in V-ray is 508.93 lumen
30W and 30 Radius in Corona is 722.58 lumen

34.69% difference
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-18, 18:19:30
Actually it sets the same value, but the same value in corona not matches the same value in Vray! I always need to decrease this value 20-30% from original.
I never checked how much they differ (which is a bit difficult too) but I'll see what I can do :)

I'm using Batch it Max to convert scene en masse and was trying the line below for the .ms file. Note it evaluates just fine in the listener. But runs into an error using 'Batch It Max'. Also don't say that to fast :D
I haven't tested it myself but it could be due to scope issues. If you run the example code inside of a function body it probably won't work. You can however try to declare "CoronaConverter" as a global variable first and then include the script file - it may work, but haven't tested it yet.

I have noticed this too. I've been changing my lights over to lumen since both engines can use that unit.
30Image and 30 Radius in V-ray is 508.93 lumen
30W and 30 Radius in Corona is 722.58 lumen

34.69% difference
I admit, converting the light units is currently a bit "whacky" (at best). But you're giving me an idea here, I'll see if it works and everything will probably be fine in the next version ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-05-24, 05:22:05
I just noticed that lights with "Double-sided" checked in V-Ray does not get "Emit on both sides" checked in Corona after the conversion.

(http://i.imgur.com/STOMsIQ.png)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-24, 10:58:28
whoops, will be fixed in the next version. Thanks for reporting :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cecofuli on 2015-05-26, 00:12:49
VRay 3.2 : (*) V-Ray scene converter: Added initial implementation of conversion of Corona materials and lights; O__O
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-26, 11:27:56
VRay 3.2 : (*) V-Ray scene converter: Added initial implementation of conversion of Corona materials and lights; O__O

Time to randomly change some Maxscript property names in the next corona build :D
I'd say that's a positive thing (unless their conversion sucks) :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cherie on 2015-05-26, 14:09:41
Error message told me to post it here. And so i do.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-26, 15:46:37
Thanks cherie, could you please update your converter version to the latest one? As far as I can tell, it's already solved there, if not please post again here :)
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: vhector on 2015-05-27, 11:41:23
Would be nice that the mental ray oclusion map converts to the corona oclusion map. Ans also the maps in the oclusion slots.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-27, 12:43:50
Would be nice that the mental ray oclusion map converts to the corona oclusion map. Ans also the maps in the oclusion slots.

you mean that one?

Quote
1.05 - [2015/03/23]
    added support for Ambient/Reflective Occlusion map
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-29, 12:15:32
major new feature: Bitmaptexture -> CoronaBitmap conversion. It's only working (and enabled) in daily builds (of today or later).
Only bitmaps with supported filetype will be converted (jpg, png, gif, bmp, exr, tif, tga). Realworld texture mapping is currently not supported, those maps are also skipped.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.09 - [2015/05/29]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-05-29, 17:13:59
EDIT: oh crap, I modified your message instead of quoting! :(
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-05-29, 17:18:39
YOUR ORIGINAL TEXT HERE :X

Easiest method is to include the subfolder in the search path, change this line of code to something like...
Code: [Select]
scripts = getfiles (srchDir + "\\YOURSUBFOLDER\\" + "CoronaConverter_v*.ms")
It would also be possible to make a recursive search through all subfolders everywhere but I cannot type it down right now without testing ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-05-29, 17:21:17
Oh, thanks! I shoud've figure it myself, though :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-06-05, 14:41:34
Instead of creating a new thread, would the possibility of converting VRayFur to the Max modifier be possible? I know the max one doesn't use real world unit (which is kinda sucky) but just enquiring if it's feasible.

Or maybe there's a dedicated CoronaHairFur modifier in the pipeline?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-07, 11:29:46
Instead of creating a new thread, would the possibility of converting VRayFur to the Max modifier be possible? I know the max one doesn't use real world unit (which is kinda sucky) but just enquiring if it's feasible.

Or maybe there's a dedicated CoronaHairFur modifier in the pipeline?

I think I've never used VrayFur ;) I don't even know if it can be converted to Max fur in some way - but as you said yourself, if the two are working with different units and scattering techniques it might suck anyways. I'll have a look when I have more time.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-07, 11:30:34
some CoronaBitmap updates

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.10 - [2015/06/07]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-06-07, 12:37:30
Would be possible to add CoronaBitmap->MaxBitmap conversion too? Would be really useful.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-07, 12:42:35
When CoronaBitmap is finished, yes, but currently some things are not working properly yet. I want to wait until everything is in there and conversion can be made reliable enough.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: janis7050 on 2015-06-08, 00:53:45
Hi, thank you for the great plugin, but I have problem with '' getCoronaVersion''. It say that I have 0/0/0 version... I use Corona V6 and converter dont let me to convert from vray to corona :/
Please help me..
Thank you :)
Janis
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-08, 01:18:12
Yes, the version you have is not compatible with A6. You will have to use the one that is bundled with the A6 installer (should be in your 3dsmax/scripts folder).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: janis7050 on 2015-06-08, 01:26:30
Yes, the version you have is not compatible with A6. You will have to use the one that is bundled with the A6 installer (should be in your 3dsmax/scripts folder).

Thank you very much! :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-06-09, 13:46:38
funny feature request: is it possible to add a minimize button to the script window?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-06-10, 23:32:45
Hi Maru. You can change:
Code: [Select]
createDialog CoronaConverterRoll
Code: [Select]
createDialog CoronaConverterRoll style:#(#style_titlebar, #style_sysmenu, #style_minimizebox)
If like me you like the slim meaner look (won't mimize though):
Code: [Select]
createDialog CoronaConverterRoll style:#(#style_titlebar, #style_sysmenu, #style_toolwindow)
More: http://knowledge.autodesk.com/search-result/caas/CloudHelp/cloudhelp/2015/ENU/MAXScript-Help/files/GUID-816D257C-CD2D-4753-A792-6E7AEFAFA6A7-htm.html

Sorry DC for hi-jacking ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-10, 23:48:01
Ha, thanks for writing it down 3dwannab :D
I had it on my todo list but now I don't even have to look it up ;) . Will implement it in the next version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: kry on 2015-06-11, 10:07:29
Is it possible to do the reverse conversion  --- CoronaBitmap > Bitmap  ???
(3dsmax resource collector don't understand CoronaBitmap)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-11, 10:10:08
Not yet, but once CoronaBitmap development is completed I'll probably add a reverse conversion to the tools.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2015-06-11, 13:38:18
Is it possible to do the reverse conversion  --- CoronaBitmap > Bitmap  ???
(3dsmax resource collector don't understand CoronaBitmap)

more info please (separate bug report thread)! We will fix it
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-12, 13:06:11
some CoronaBitmap updates

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.11 - [2015/06/12]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-06-12, 13:31:23
added minimize button to converter dialog
omfg it works!
(http://media.tumblr.com/tumblr_lkkeh4xwaY1qafrh6.png)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-06-12, 14:01:49
Converter creates additional instanced CoronaSun at world origin when converting daylight system from Mental Ray. Naturally it gives warning message about duplicating sun when rendering.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-06-12, 14:19:13
Converter obtains wrong tiling values from autodesk bitmaps when converting autodesk materials. In order to get back correct tiling i have to copy converted tiling value, uncheck use real world scale, paste copied tiling value back and divide it by 100. My system and display units are cm.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-12, 15:14:26
added minimize button to converter dialog
omfg it works!
It took a "tremendous amount" of code, but yes, it works :D
(http://tclhost.com/PrLyRs8.gif)

Converter creates additional instanced CoronaSun at world origin when converting daylight system from Mental Ray. Naturally it gives warning message about duplicating sun when rendering.
fixed, thanks for the report! :)

Converter obtains wrong tiling values from autodesk bitmaps when converting autodesk materials. In order to get back correct tiling i have to copy converted tiling value, uncheck use real world scale, paste copied tiling value back and divide it by 100. My system and display units are cm.
Could you provide a simple scene containing this map/material? I don't have any real autodesk material scenes here myself so debugging is always a heck... =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-06-12, 15:28:49
Sure.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-12, 16:12:58
Thanks for the file!
AAaaaand, fixed. What a big pile of b****hit this autodesk materials stuff is... . Oh and btw, Bitmap offset maxscript properties seem to be broken in Autodesk maps, so no conversion is possible, sorry.

I'll make a new version when some more CoronaBitmap features are available (but I can send it to you if you need it urgently).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-06-12, 16:25:06
No, i don't need it. I never used those cripled autodesk materials. It was just some quick random test :] But thanks for fixing it!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Bormax on 2015-06-13, 00:09:38
Hi,
Thank you very much for your brilliant converter!
One question about normal maps - they need to be loaded with gamma1.0 to corona normal map. It would be great to have possibility to automate the process of reloading normal maps with gamma 1.0. Is it possible to add this function to your great Corona Material/Lights Converter?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Stan_Booth on 2015-06-13, 06:56:41
Hi Martin!
I got the report with two VrayIesLights

Quote
>>> SCENE Info: <<<
Corona version: 1.01 DailyBuild Jun  9 2015, build timestamp: Jun  9 2015 21:54:59
Converter version: 1.06
Installed Vray plugins: V_Ray_RT_3_00_08  V_Ray_Adv_3_00_08 
# Material conversion took 0.034 seconds
# Iterations: 0, converted: 0
# Map conversion took 0.018 seconds
# Iterations: 1, converted: 0
# Light conversion took 0.004 seconds
# Iterations: 4

Error occured in VRayIES : $VRayIES:Ginger_42_IES @ [-294.613312,176.317032,200.664001]
-- Unable to convert: undefined to type: FileName

Error occured in VRayIES : $VRayIES:Ginger_42_IES001 @ [-203.078262,174.857895,200.664001]
-- Unable to convert: undefined to type: FileName



scene in the max 2014 is attached
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-13, 11:59:15
Hi,
Thank you very much for your brilliant converter!
One question about normal maps - they need to be loaded with gamma1.0 to corona normal map. It would be great to have possibility to automate the process of reloading normal maps with gamma 1.0. Is it possible to add this function to your great Corona Material/Lights Converter?
I have made a feature request to the Corona devs to add a "gamma warning" maxscript property to the CoronaNormal map. Once this is in I can filter the maps that are probably wrong and add the requested auto-solve tool ;)

Hi Martin!
I got the report with two VrayIesLights
Fixed! Thanks for the full report AND the scene, that's how I like my bug reports :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Bormax on 2015-06-13, 15:10:52
Thank you!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-15, 20:35:18
Update :)

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.12 - [2015/06/15]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ktulu on 2015-06-16, 12:06:11
Martin,
first of all a huge thank you for the tremendous work that you have done! I find myself using your converter on a daily basis.

I have one feature request, that could potentially make our lives so much easier with staying up to date: would it be possible to push notifications about available updates of the script? One wouldn't have to check on the forums to get the latest version.

Wwould be much appreciated.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-16, 13:50:27
Glad you find the script so much helpful :)

I have one feature request, that could potentially make our lives so much easier with staying up to date: would it be possible to push notifications about available updates of the script? One wouldn't have to check on the forums to get the latest version.

Done. ... Actually a long time ago already :D
You have a button on the right side called "Check online for new converter versions ;)"
It's not checking by itself but I don't want to run any web data transfer thing automatically without user interaction.

mhh.. on second thought... maybe I'll do a checkbutton or something for automatic notification ONLY if users choose to
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ktulu on 2015-06-16, 15:47:17
mhh.. on second thought... maybe I'll do a checkbutton or something for automatic notification ONLY if users choose to

This would be perfect.
Thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-18, 00:59:12
Some unfortunate bugs were fixed

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.13 - [2015/06/18]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jpjapers on 2015-06-18, 12:48:20
Great script! Absolutely the best conversion script for any renderer out there!
However theres one thing that would make it even better!
If you could reverse the script to make corona mats and lights standard it would be incredible!
I know i know i should be converting other people to use corona but some of the people i send models to are stubborn and when i render out lovely corona renders and then have to go through and retexture the scene with standard materials its just a little bit annoying.

Its a big ask but i see a few others have mentioned it in the past!
Thanks :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2015-06-19, 00:01:01
Hi, Will you write in the ability to script the bitmap convert like:
Code: [Select]
CoronaConverter.converterTools.ConvertToCoronaBitmap true
Thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Tanakov on 2015-06-19, 12:26:21
>>> SCENE Info: <<<
Corona version: 1.01.00, build timestamp: Jun 16 2015 16:50:34
Converter version: 1.12
Installed Vray plugins: V_Ray_RT_3_00_07  V_Ray_Adv_3_00_07 
# Material conversion took 3.043 seconds
# Iterations: 3, converted: 3
# Map conversion took 2.846 seconds
# Iterations: 19, converted: 16
# Light conversion took 0.043 seconds
# Iterations: 1

Error occured in Bitmaptexture : Wood Vol.3 100_3_d:Bitmap
-- Runtime error: Error opening bitmap: wood-100_oak-white-american-1_d.png

Error occured in Bitmaptexture : Wood Vol.3 100_3_r:Bitmap
-- Runtime error: Error opening bitmap: wood-100_oak-white-american-1_r.png

Error occured in Bitmaptexture : Wood Vol.3 100_3_b:Bitmap
-- Runtime error: Error opening bitmap: wood-100_oak-white-american-1_b.png


Just doing what I was asked to.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-19, 13:22:22
If you could reverse the script to make corona mats and lights standard it would be incredible!
I know i know i should be converting other people to use corona but some of the people i send models to are stubborn and when i render out lovely corona renders and then have to go through and retexture the scene with standard materials its just a little bit annoying.

Well, yes, I got this request several times - and it's not like I'm against converting things back to other engines - but the point is that it would mean I'd have to make everything two times, once TO Corona, and once BACK to something else. There are two reasons why I don't want to do that: A) I simply don't have the time to do both B) since I don't have the time to make both things good, one of it would probably suck.  :-/ The amount of bugs would double and thus the workload for the support I usual give to the users of my scripts.

I think it's better to make 1 tool that can do 1 thing great than making several and each of them is doing a moderate job. Maybe I'll change my mind about this in the future, but I wouldn't count on it ;)

Hi, Will you write in the ability to script the bitmap convert like:
Code: [Select]
CoronaConverter.converterTools.ConvertToCoronaBitmap true
Ah, it's already in there, I just forgot to update the maxscript documentation ;) . This should be working:
Code: [Select]
CoronaConverter.converterTools.convertBitmapToCoronaBitmap()
Error occured in Bitmaptexture : Wood Vol.3 100_3_b:Bitmap
-- Runtime error: Error opening bitmap: wood-100_oak-white-american-1_b.png


Just doing what I was asked to.
Thanks for the report! If I'm not mistaken this one should already be fixed in version 1.13, you can download it from the usual place and try again :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: claudyo on 2015-06-22, 02:43:37
>>> SCENE Info: <<<
Corona version: 1.01.00, build timestamp: Jun 16 2015 16:50:34
Converter version: 1.12
Installed Vray plugins: V_Ray_RT_3_00_07  V_Ray_Adv_3_00_07 
# Material conversion took 2.466 seconds
# Iterations: 65, converted: 14

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-22, 10:43:42
Error occured in Bitmaptexture : Map #1123125230:Bitmap
-- Runtime error: Error opening bitmap: D:\Tudordesign\Profi\ideal-lux SOSPIRO AP2\Textures\V5C11.jpg

Thanks for the report!
This bug is most likely already fixed in v1.13, please download it here and check again
http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: -Ben-Battler- on 2015-06-23, 09:37:19
Your script is a huge help to all of us, thank you for your tremendous work, DeadClown!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-23, 09:54:49
You're welcome! I'm happy when the users are happy ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Javadevil on 2015-06-27, 00:22:29


Hi,

Just wondering is the 1.13v the same as daily build versions ?
I'm on a daily build of corona and the convert bitmap to coronabitmap is blacked out.
Is there 2 builds ?

cheers
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-27, 11:46:23
It depends on the date. If you are using an older daily build it won't work. Which daily build are you using?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Javadevil on 2015-06-27, 12:06:44
It depends on the date. If you are using an older daily build it won't work. Which daily build are you using?

Hi,

 I'm using Corona 10th of June 1.01 and material convertor 1.13.


Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-27, 12:09:00
ok, you need a build of 14th of june or higher, due to some changes in coronaBitmap
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: aleksis on 2015-06-28, 17:29:55
Some bugs. :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Javadevil on 2015-06-29, 00:14:44
ok, you need a build of 14th of june or higher, due to some changes in coronaBitmap

Thanks will update.

cheers
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-06-29, 11:39:32
Some bugs. :)

Thanks for the report!
Hmm.. I was unable to reproduce this since I cannot assign "undefined" to the right property to test it. I guess it happens when your bitmap loaders become corrupt due to some weird max behavior and I implemented a fix, but I'm not sure if this was the right one.
If possible, can you send me a scene containing some of those bitmaps? I could test it and make sure it works.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cecofuli on 2015-06-29, 13:02:26
DeadClown, I have a little request.
Now, Ondra, is working on the new CoronaBitmap. It's a good map, and I try to use all time.
But, I would like to have an option to revers automatically from CoronaBitmap to 3ds max bitmap (testing purpose/debug)
Also, for the compatibility with Corona A6. If I have a a V1.0 scene with CoronaBitmap , it's not possible to render inside Corona A6. Thanks!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: build on 2015-07-03, 10:38:32
Hi.

I have the following problem with the script. It shows: --No "delete" function for Corona Sun

It occurs after I want to convert some additional materials which I added to the scene. The first time I use the converter for a scene everything is fine. But the next time I get this error message.
I use version 1.01 of corona and version 1.13 of the converter.

attached the screenshot.

Tim
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-03, 11:50:24
But, I would like to have an option to revers automatically from CoronaBitmap to 3ds max bitmap (testing purpose/debug)
I'm pretty busy right now and I can't promise anything but I have it on my to-do list ;)

I have the following problem with the script. It shows: --No "delete" function for Corona Sun
Thanks for the report! Found the bug and fixed it :) See the next post.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-03, 11:51:55
Major maxscript updates and 2 bugfixes. If you use the converter via maxscript make sure to read the updated documentation and update your code!

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.14 - [2015/07/03]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: build on 2015-07-03, 12:44:26
That was fast! Thank you for your important work!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: tallbox on 2015-07-06, 09:17:50
Thank you!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-07-10, 11:55:41
I think this sounds fair:
https://corona-renderer.com/forum/index.php/topic,8877.0/topicseen.html
So if it's possible to implement, it would be a good idea.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-10, 13:09:33
It's on my list, I'm just really busy atm and haven't got time yet to do it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-21, 23:45:51
Just need confirmation that I'm not thinking nonsense. It is correct to divide the bump with 4 to match the new Daily build right ? Need a little hack until you officially update the script.

Code: [Select]
--Bumpmap
r.mapamountBump = (origMtl.texmap_bump_multiplier / 100.0)/4

After the last daily build 10 displacement gives the same result in both Corona and Vray, maybe I should just test bump also.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-22, 00:10:08
It's actually more likely that it is correct now and was "wrong" before ;) I had some correction value in there before but it was unreliable since users tend to setup things differently - so I mapped it 1:1 . I haven't tested it myself yet, so I you do, let me know your results :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-22, 00:34:32
Looks like "orig value"/100 is correct. The "C" is too faded on 0.4 and too strong on 0.6.
I have included the 32 bit displacement test as well.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-22, 09:58:04
Well, displacement is something completely different than bump. Displacement has a max an min value in system units (in the material settings). So it doesn't matter if the vray defaults and Corona defaults match (probably they do, but I guess that's simply coincidence).
Bump is something different since there are no logical units involved, just how the renderer interprets a change between darker and brighter colors of the map.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-22, 11:55:15
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.15 - [2015/07/22]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-22, 15:10:03
Well, displacement is something completely different than bump. Displacement has a max an min value in system units (in the material settings). So it doesn't matter if the vray defaults and Corona defaults match (probably they do, but I guess that's simply coincidence).
Bump is something different since there are no logical units involved, just how the renderer interprets a change between darker and brighter colors of the map.
Just posted the displacement results in case you were going to make a VRayDisplacementMod to CoronaDisplacementMod convertor ;)
Thanks for the update :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-22, 19:16:18
Bug Report
The converter doubles the radius of the VRayLight Disc type. Went from 35 to 70.

Test
I created a light test scene today. It has 1 disc light with 100 radius and 2.12 intensity, and a 50% grey wall 1m away from the light.
Both V-Rays "Default (image)" and Coronas "Default: W" has the same intensity of 2.1 float. So they are 100% identical.
It is the "Directionality" option that is messing with the final intensity.
0.9 V-Ray directionality, 100 radius and  2.12 intensity will give us 0.98 float in the center. To get the same result with Corona you have to use around 0.638 directionality. The converters logit curve converted it to 0.719.
0.8 V-Ray is around 0.54 in Corona. Converter said 0.63863.

Looks like you get better results by taking the logit curve value and subtract 0.1 from it.


So don't mess with the light intensity guys, adjust the directionality.

Lumen
100 radius and 100 lumen in V-Ray is 2.12 Default (Image)
100 radius and 2.12 Default (W) in Corona is the same as 2.12 Default (Image) in v-ray, but it is 140 Corona lumen.
So if you are using lumen in V-Ray and need to Convert your scene, either select Default (Image) before you convert the scene, and change back to lumen when the scene is converted. Or multiply your v-ray lumen with 1.4 to get correct corona lumen.

Sum up
V-Ray Default (Image) = Corona Default (W)
V-Ray Lumen * 1.4 = Corona Lumen

Don't adjust Default: W, adjust Directionality.
V-Ray Directionality = logit sum - 0.1
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-22, 20:41:14
Bug Report
The converter doubles the radius of the VRayLight Disc type. Went from 35 to 70.
Whoops, will be fixed in the next version, thanks for reporting :)

Test
I created a light test scene today. It has 1 disc light with 100 radius and 2.12 intensity, and a 50% grey wall 1m away from the light.
Both V-Rays "Default (image)" and Coronas "Default: W" has the same intensity of 2.1 float. So they are 100% identical.
It is the "Directionality" option that is messing with the final intensity.
0.9 V-Ray directionality, 100 radius and 100 intensity will give us 0.98 float in the center. To get the same result with Corona you have to use around 0.638 directionality. The converters logit curve converted it to 0.719.
0.8 V-Ray is around 0.54 in Corona. Converter said 0.63863.

Looks like you get better results by taking the logit curve value and subtract 0.1 from it.

(...)
Hmmm, that's interesting. Actually a good idea of measuring, I simply had a look a different directionality values and plotted a curve of "visually matching" results and tried to find a function curve that matches it. I'll investigate this issue once I have more time to do it. Thanks for the input! :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-23, 12:43:47
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.16 - [2015/07/23]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-07-23, 14:21:08
Hey Martin,
not sure if it's known, but converter fails to change photometric light's shadow type to Corona if shape of those lights is set to anything but point.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-23, 16:04:43
not sure if it's known, but converter fails to change photometric light's shadow type to Corona if shape of those lights is set to anything but point.
Ah crap. The class of the object changes when you change the shape (who would guess something like that..). Fixed and replaced the old file. Thanks for the report :)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.16 - [2015/07/23]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-23, 17:59:23
99% of the time I have to adjust the glossiness after converting. I made a test scene with a black shader ball and rendered out 1 - 0 glossiness with 0.5 difference between each image. Both with V-Ray and Corona. Here are the results, it's kinda impossible to match the renders after 0.7.

Left image is the converter value. Middle is the original v-ray value. Right image is the value that actually matches.
Is it possible to use these results to find a better matching formula ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-23, 18:21:39
Interesting tests! Thanks. :) Have you tried that using a flat plane, with a camera that is not in such a sharp angle? I'm not entirely sure what kind of tests I made back then but it may also be the case that vray reacts differently on those "close to 90°" angles. It was also made for the old brdf, not ggx =/ which had a different glossiness appearance. So things have obviously changed. I will investigate this further (at some point.. in the future.. when there is time ;) )
However, your tests are very helpful, so keep it coming :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-24, 01:12:00
I've been porting over some of my SSS shaders and I noticed two missing inputs.
If the v-ray shader is using "Hard" "Soft" or "Hybrid" model, link these values.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-24, 10:06:57
Yes, translucency settings are ignored completely atm. I tried to do some - at least - "useful" conversion but I didn't succeed. I'm open for suggestions how to map those to CoronaMtl translucency/SSS though. Everything I tried looked pretty bad and thus I decided to ignore those settings since most shaders looked better without it than with a f***ed up conversion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Berjoyce on 2015-07-24, 10:29:23
The download link of the v1.14 is broken :(
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-24, 10:33:42
Fixed! Sorry, I pressed the wrong button in my upload script and killed the public build =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-07-24, 10:53:59
You just have to play a little with the Backside color. Light objects need higher "Value" and lower "Sat" in Corona. Dark objects need lower "Value" and higher "Sat" in Corona.
If you make the converter copy those two values I posted, you get a base to play with.

These color values will give you the same SSS shader. I'm rendering out an example now, will post it when it's done.

Example added
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Elviz on 2015-07-28, 19:07:37
How one can go vice-versa from converting corona bitmaps ?
My chosen render-farm supports only the previous version of the renderer, before Corona-Bitmaps was introduced (so I don't see any texture where the script was applied).

Solution:
Use daily build 1.1.6 to convert back
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-07-28, 22:51:06
You just have to play a little with the Backside color. Light objects need higher "Value" and lower "Sat" in Corona. Dark objects need lower "Value" and higher "Sat" in Corona.
If you make the converter copy those two values I posted, you get a base to play with.
I'll make some tests next time I'm working on the converter. Thanks for the input :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2015-07-29, 10:47:01
which renderfarm is that?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-08-03, 12:34:12
I've been porting over some of my SSS shaders and I noticed two missing inputs.
If the v-ray shader is using "Hard" "Soft" or "Hybrid" model, link these values.

Ok, I made an implementation and did some tests and I remember why I didn't do it in the first place. If I convert a very simple material with a white Back-side color, everything slows down dramatically. Since Corona has a white scattering color after conversion, there is no energy loss at all and rays bounce around in the volume too much. Vrays backside color is acting as a multiplier on the fog, in corona this is not the case. I'd have to multiply the back-side color with the absoption color and put it back in the scattering field which is way too unpredictable for an automatic solution. It's easy to get horrible slow render times. Same thing for the directionality. Vray uses a default 1.0 forward/backward coefficient, which results in a -1.0 directionality in corona - which is again causing longer render times. Coronas default is 0.0 (probably equivalent to vray 0.5), I could somehow change the default behavior and try to guess what users normally do but it would still lead to unpredictable results and may cause huge slow downs - too risky for me.
So, long story short: Not going to implement this, sorry.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-08-03, 13:17:34
Not going to implement this, sorry.

I understand, thanks for the information :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: iddqd on 2015-08-05, 12:05:59
I've got an error report using corona render, and it asked me to send this report here. So the report attached to this post)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-08-05, 12:10:04
Uhm... the report is nearly empty. Apart from the first line there's nothing in it. Is this how it was displayed in the error window?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: atelieryork on 2015-08-05, 14:35:28
Hi,

Installed 1.2 the other day for a trial run, with whatever the bundled converter version is.

I converted a scene from vray to corona and noticed that some materials when rendered were covered in black spots of various types and sizes. I discovered that the converter had resulted in some strange values for Reflection glossiness, such as 0.68254 or something like this. When I rounded it down to 0.68 the black spots disappeared. I guess this is a rounding issue with the converter? I would guess that you might need to limit it to 2 or 3 decimal places, perhaps.

Not sure if this has already been reported.

I also noticed that when I ran the converter, it flagged up that there were a number of Autodesk materials (Which had been generated from the Revit model I imported), and the converter would rename these with a prefix (AD_ or something like this), but actually I didn't find any such materials in the scene after the conversion.

Many thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-08-05, 16:21:18
I converted a scene from vray to corona and noticed that some materials when rendered were covered in black spots of various types and sizes. I discovered that the converter had resulted in some strange values for Reflection glossiness, such as 0.68254 or something like this. When I rounded it down to 0.68 the black spots disappeared. I guess this is a rounding issue with the converter? I would guess that you might need to limit it to 2 or 3 decimal places, perhaps.
Well, in my opinion this is a Corona bug. It shouldn't matter if you use 5.099999999 glossiness or 5.09 glossiness. There mustn't be any rendering issues. If you have a scene where this behavior can be observed, you should report it as a bug in the bug reporting forum section!
Better rounding is not a bad idea though, I'll make a note, thanks :)

I also noticed that when I ran the converter, it flagged up that there were a number of Autodesk materials (Which had been generated from the Revit model I imported), and the converter would rename these with a prefix (AD_ or something like this), but actually I didn't find any such materials in the scene after the conversion.
Hmm... Do you have a scene you could send me where this happens? It's a bit hard to debug without a file to test it =/
It may happen that some materials will not convert right after importing something, saving the max file before converting will solve that problem (a max updating thing..) but that would not lead to a Autodesk material warning as far as I remember.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: atelieryork on 2015-08-05, 22:36:19
I don't think I'd be able to send you the scene for testing I'm afraid, but I'll try to get you a simplified version if I can reproduce the error(s). Good to know about saving before running the script. That might be a reason why the latter issue happened.

I'll try to report the rounding issue as a bug as well.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-08-07, 13:21:44
for all of you who are eager to test the new CoronaLayeredMtl :)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.17 - [2015/08/07]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-01, 13:45:13
Every time when i launch 3ds max, corona converter autostart, before scene load, how to fix that? very annoying
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: atelieryork on 2015-09-01, 13:47:12
Make sure the script isn't inside your Scripts/Startup folder.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-01, 13:48:12
Did you maybe put the converter script into the startup folder?
C:\Program Files\Autodesk\3ds Max 201x\scripts\Startup
If not, can you make a screenshot of the files listed there?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-01, 14:04:08
at now launched a global search script_name for the disk "C" and remove it, but it still autostart

CoronaRenderer_InitScripts remove too - not affected
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-01, 14:52:18
I know! when i drag'n'drop code conv. from listener to toolbar it cashed or etc (i am not coder) and startup as unsaved project. What you think? 
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-01, 15:13:28
When you do things like that, new files are created here:
C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\201x - 64bit\ENU\usermacros
It's quite possible that it does weird stuff there because it's not meant to be used like that (the code drag and drop thiung). There should be one or more files named "DragAndDrop-...".mcr there and I guess one of them is causing the problem you have. Try to find and delete it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-01, 15:34:42
It was SO close, but fail again, now i think maybe something remained in UI settings

Quote
it's not meant to be used like that
lol, but it use anyway, whole point of 3ds max ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-01, 18:52:30
Well, DragAndDrop-Macro1 has the right size, I'm pretty sure it's the converter code. Try to remove it and see if it starts up normally.

Apart from that I do not know what could be causing it. There is no way it could happen "naturally" so I would guess you have changed something somewhere =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-02, 06:27:16
DeadClown
I told you, i'll  remove all folder, but without results =(

i will try to reinstall corona first, then max. May i expect any problems with the license?
---
The SaaS-based licenses are designed exactly for this purpose. You may simply close 3ds Max or remove the active license on one PC, and enable it on the other one by logging in, like to any other web-based service.
^_^
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-03, 10:55:30
Another BIG problem, how to make CoronaMtl to Default material at startup?

or maybe just make startup script from a part of C.Conv
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-09-03, 11:10:10
Saving maxstart file should do it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chombor on 2015-09-03, 11:42:54
romullus
it's not work for me =)

viewport and other stuff i saves(!) to C:\Users\%username%\Documents\3dsMax\scenes but not matlib, another path i will try is C:\Users\%username%\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\en-US\defaults\ +/- MAX - not working
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: gurmukh23 on 2015-09-05, 20:51:06
Hi,

Just have one issue. Could you include conversion from Mental Ray Pro Materials? They are still used by some of us with older scenes/materials (these were there before Autodesk Materials)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexandre Besson on 2015-09-07, 15:33:06
My ErrorReport.txt
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-07, 15:40:20
My ErrorReport.txt
Thanks for reporting :). This is due to the new changes in the daily builds and is already fixed in my not-yet-released converter version. I'll release a new version in the next couple of days.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: tomasz.zero on 2015-09-08, 10:11:04
How can I convert lights...? It doesn't work for me. Just nothing happened, when I try to do that.. I'm converting from Scanline photometric IESes and Directional lights. Maps converted properly. Anyone can help?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-08, 10:14:21
Simple lights like directional/omni etc only change the shadow type from anything non-corona to CoronaShadows.
Only lights with an area or volume are changed to a to a CoronaLight source.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: tomasz.zero on 2015-09-08, 10:17:58
Ohhh, that's a pity. Standard/Photometric lights with corona shadows doesn't work properly for me... There are some problems with luminous flux, distribution etc. It looks much different (and not correct for sure) than same ieses with corona lights...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: nauticus25 on 2015-09-08, 13:48:23
Ohhh, that's a pity. Standard/Photometric lights with corona shadows doesn't work properly for me... There are some problems with luminous flux, distribution etc. It looks much different (and not correct for sure) than same ieses with corona lights...

I had the same problem with standard photometric lights using IES files.  The luminous output was incorrect and it looked like all lights were turned off.  A Corona light with the same luminous output and same IES file rendered correctly.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-09-09, 11:01:22
Hi Martin,
i'm using your macroscript launcher which is very convenient way to start CMLC, but recently i noticed that it always launches v1.09 despite the fact that there is v1.16 available in Corona renderer folder. What could cause this?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-09, 11:27:44
Ohhh, that's a pity. Standard/Photometric lights with corona shadows doesn't work properly for me... There are some problems with luminous flux, distribution etc. It looks much different (and not correct for sure) than same ieses with corona lights...
I'm not quite sure what you mean but it sounds more like a Corona problem than a converter problem. Could you elaborate a bit more on the differences between corona ies and photometric?

Hi Martin,
i'm using your macroscript launcher which is very convenient way to start CMLC, but recently i noticed that it always launches v1.09 despite the fact that there is v1.16 available in Corona renderer folder. What could cause this?
Hm... you probably have 2 competing macroscripts definitions - the one I did a while ago for users to optionally install, and the one that is installed automatically with the latest corona version. If you delete the one you downloaded from the website and restart max it should take the one that was installed automatically... hopefully :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-09-09, 12:13:53
You're right. Didn't know that it is now installed automatically with Corona. However if i delete macroscript that was installed manually it still doesn't want to pick up v1.16. I had put more converter versions into scripts/CoronaRenderer folder and now macroscript launches v1.15 version and just ignoring v1.16. Will try to redownload it from your website - maybe it got corrupted somehow.

Edit: no, it still doesn't want to pick up v1.16. However i found that there is v1.17 available and macroscript launches it with no problems. Don't know what's wrong with v1.16.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-09, 12:22:33
Hmm... now that's weird O_o . You you post the exact filenames of 1.16 and 1.17 ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-09-09, 12:29:13
Yes, file naming was a problem! V1.16 is starting with capital letter while other versions don't. As soon as i renamed file, macroscript picks v1.16 without problems. Thank you!

edit: i'll use v1.17 anyway :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-09, 14:41:22
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.18 - [2015/09/09]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-09-14, 19:52:21
Glass colored with "Gradient Ramp" in the "Fog Color" does not get converted to "Absorption".
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: oompaloompa on 2015-09-16, 03:33:01
Hello,

I'm just starting out with Corona and loving the results.  I'm using 3dsmax 2014 SP1,  Corona 1.2.1 and the Corona Converter Script v1.16.  I have found that it doesn't convert VRayFastSSS2 "overall color" slot.  I did read on this forum that it's meant to convert the "overall color" slot for v1.13 - any ideas what I'm doing wrong?

Cheers,

Jeremy
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-16, 09:59:37
Glass colored with "Gradient Ramp" in the "Fog Color" does not get converted to "Absorption".
I'll have a look at it, thanks for reporting :)

I have found that it doesn't convert VRayFastSSS2 "overall color" slot.  I did read on this forum that it's meant to convert the "overall color" slot for v1.13 - any ideas what I'm doing wrong?
I'm not sure what is being converted and what not (out of memory), but FastSSS/2 is a tricky thing without having a dedicated Corona Skin shader, so I guess I decided to not include it for some reason. But maybe I just forgot it ;) I'll have a look :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: oompaloompa on 2015-09-17, 01:54:11
That would be great - I'm kean to get Corona in our PipeLine!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-17, 12:00:35
I have found that it doesn't convert VRayFastSSS2 "overall color" slot.

Ok, I had a look and the problem is that there is A) a diffuse color (supported) and B) the overall color (not supported).
I'm converting the diffuse color (sind that is something we have in the CoronaMtl) but I don't know how I should implement the conversion of the overall Color settings. From the Vray documentation:
Quote
overall color - controls the overall coloration for the material. This color serves as a filter for both the diffuse and the sub-surface component.
So it's a filter applied to both the diffuse and the sss colors. I don't see a solid (reliable) way of implementing this into the conversion, but I'm open for suggestions =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-09-17, 14:31:07
but I'm open for suggestions =/
Did a quick test with Multiply in Composite. Seems to match, but I haven't done any testing with textures, only solid colors.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: oompaloompa on 2015-09-18, 13:22:07
perhaps as there is no "overall color"  in corona mlt.  it could just go in the diffuse slot.   I know technically this doesn't make perfect sense but it's the closest option.  Maybe your script could have some options for wiring texture slots, to corresponding slots, to help give the user input for when there is no direct conversion.

i.e.

Vray Fasst SSS 2
Diffuse > Diffuse (x)
Overall Color > Diffuse (y)

anyway we use the "overall color" slot very often so a solution would be great.

Jeremy
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Javadevil on 2015-09-22, 03:49:24
Error occured in Arch___Design__mi : barkcolor:Arch___Design
-- Unknown property: "roundedCornersRadius" in barkcolor:CoronaMtl

Hi Deadclown,

Theres an error occurring, converting an Arch & Design material.
Its odd the rounded corners feature isn't turned on.

V1.16

cheers

Here's the log.


Error occured in Arch___Design__mi : leafcol:Arch___Design
-- Unknown property: "roundedCornersRadius" in leafcol:CoronaMtl

Error occured in Arch___Design__mi : leafcol_leaftip2:Arch___Design
-- Unknown property: "roundedCornersRadius" in leafcol_leaftip2:CoronaMtl

Error occured in Arch___Design__mi : leafcol_leaftip1:Arch___Design
-- Unknown property: "roundedCornersRadius" in leafcol_leaftip1:CoronaMtl

Error occured in Arch___Design__mi : leafcol_leaf:Arch___Design
-- Unknown property: "roundedCornersRadius" in leafcol_leaf:CoronaMtl
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-09-22, 09:56:52
Theres an error occurring, converting an Arch & Design material.
Its odd the rounded corners feature isn't turned on.

I guess you're using a daily build (can't say for sure since you removed the log header ;) ). You need a newer version of the script (v1.18) for that which has an updated rounded corners conversion. The property in the material was removed and a new map type with more options is now being used for round corners - that's why it's complaining about a missing property even though you're not using it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Javadevil on 2015-09-22, 11:08:43
Thanks I'll grab the latest script.
Title: Vray to corona converter Error
Post by: sshanth on 2015-10-09, 08:25:51
Hi,

Here the m installing corona Basic Free Version and m trying to convert vray to corona Getting Attached Error.
Title: Re: Vray to corona converter Error
Post by: romullus on 2015-10-09, 09:24:04
You're using wrong converter version. Corona A6.1 (free) should install right converter version in 3ds max scrpit folder. Use that script and you will not get errors.

Merged with main converter topic.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sshanth on 2015-10-09, 09:37:51
HI Thanks for u r replay shall i get that script link.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-10-09, 11:13:27
Sure, look for it in: your_3dsmax_root_folder\scripts\CoronaRenderer
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: diogovb on 2015-10-15, 17:02:29
>>> SCENE Info: <<<
Corona version: 1.3 DailyBuild Oct 14 2015, build timestamp: Oct 14 2015 20:16:55
Converter version: 1.16
Installed Vray plugins: V_Ray_RT_3_20_02  V_Ray_Adv_3_20_02 
# Material conversion took 0.352 seconds
# Iterations: 21, converted: 4
# Map conversion took 0.005 seconds
# Iterations: 16, converted: 1
# Light conversion took 0.01 seconds
# Iterations: 1

Error occured in Arch___Design__mi : 04 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 04 - Default:CoronaMtl

Error occured in Arch___Design__mi : 05 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 05 - Default:CoronaMtl

Error occured in Arch___Design__mi : 06 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 06 - Default:CoronaMtl

Error occured in Arch___Design__mi : 11 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 11 - Default:CoronaMtl

Error occured in Arch___Design__mi : 12 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 12 - Default:CoronaMtl

Error occured in Arch___Design__mi : 13 - Default:Arch___Design
-- Unknown property: "roundedCornersRadius" in 13 - Default:CoronaMtl
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2015-10-15, 17:06:58
Hi diogovb. You need to use converter version 1.8 with Corona 1.3 daily builds.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-22, 11:57:37
First of all, many many thanks for this amazing script. It saves so much time, and means transitioning to corona is really easy.

One thing I have noticed is that in the conversion process, the script makes materials more glossy than they should be.

see attached jpg that hopefully explains our findings. I should stress we take a purely results based approach here (non scientific). We do find that materials are consistently too glossy though, and once we have run the converter we need to manually adjust the glossiness value down the way. (i just guesstimated what the new glossiness values should be and they worked out OK)

I hear that you want to hold off on changing things until a new corona release, but in the meantime if we try to edit the script ourselves could you give us any pointers?

Peter

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-22, 12:40:18
Glad you find the script helpful :)
I also had a short talk with Rawalanche a couple of minutes ago and he mentioned that you were having some glossiness issues. Yes, the Glossiness conversion is currently flawed. It was made back when Vray had it's default Phong and Corona it's ashikhmin-shirley brdf. Now things have changed with Vray and Corona using different GGX curves (with Corona clamped at the lower end). I intended to wait until Ondra had implemented an updated curve but it seems that this could take a while. Testing out what maps to what (2 times, for vray phong -> corona ggx, and vray ggx -> corona ggx) will require a bit of work and I currently cannot say when I'll be able to get to it.

Quote
I hear that you want to hold off on changing things until a new corona release, but in the meantime if we try to edit the script ourselves could you give us any pointers?
Modifying the glossiness value itself is kinda simple, but it won't correct any textures (that is a whole different story and a lot more complicated to do (that's also a reason why I don't want to do it twice :D ) ). But if you want to you can take the latest script version ( v1.18 ) and modify line 1031:
Code: [Select]
r.reflectGlossiness = (if owner.converterSettings.vrayConvertGlossyValues then(1.0 - sqrt(1.0 - origMtl.reflection_glossiness)) else(origMtl.reflection_glossiness) )
The important part is this:
Code: [Select]
1.0 - sqrt(1.0 - origMtl.reflection_glossiness)
If you come up with a good temporary conversion, let me know and I'll see what I can do for the glossiness maps :)

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-22, 13:16:32
hadn't thought about maps, which sounds a lot more involved..

We found those lines already and Luke is trying out some ideas, do you want us to just reply here with what we came up with?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Luke Cottle on 2015-10-22, 13:43:23
Hi guys,

so after having a chat with Peter this morning and tinkering a little, I think I have come up with a solution that will work temporarily.

Original:
Code: [Select]
1.0 - sqrt(1.0 - origMtl.reflection_glossiness)
Modified:
Code: [Select]
1.0 - sqrt(1.0 - origMtl.reflection_glossiness) - (1.0 - sqrt(1.0 - origMtl.reflection_glossiness)) * (1.0 - origMtl.reflection_glossiness)
The thinking is that if I subtract (1.0 - Vray Glossies) as a percentage from the 'corona' glossies, this seems to work close enough.

Like Peter said, this is completely unscientific and probably a bit of a hack - but it does bring the results a bit more in line with the test renders he included above.

If anyone can improve on this then let me know!

We will test this further today and update if there is any issues with this.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-23, 12:07:36
Ok, great! I'll test it out as soon. I also asked ondra if he could provide a better curve to (at least temporarily) convert vray ggx glossiness to Corona - we'll see.

So the tests you made here are Vray Blinn -> Corona GGX or are they Vray GGX -> Corona GGX ?

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-26, 11:16:50
sorry, missed your post.

The tests I uploaded were Vray Blinn to whatever Corona is
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-10-27, 22:58:19
I made a gradient from 0-1 gloss with 5% difference between each column. The idea was to use it in Glossiness, black diffuse, 100 ior, white dome and compare the reflection pass between V-ray and Corona.
Everything went according to plan, but then I got some weird results with Corona, so I can't compare them. I have no idea if these graphs/curves are useful, but I thought I could share them in case they are.
You can see that pure black is around 0.15y V-ray GGX and 0.24y V-ray Blinn. 0.24y Blinn is the same as around 0.29x GGX on the graph. We can look at the original gradient and find the column  that is 0.29x on the graph. This is the glossiness value of GGX that is 0 Blinn. If only the Corona test worked.

This is the glossiness texture I made

(http://i.imgur.com/MuaKgpR.png)
(http://i.imgur.com/zhKKaLO.png)

V-Ray GGX with default 2.0 tail

(http://i.imgur.com/HiSBefu.png)
(http://i.imgur.com/rl88R4x.png)

V-Ray Blinn

(http://i.imgur.com/RZimC3A.png)
(http://i.imgur.com/hmGfzkF.png)

V-Ray Ward

(http://i.imgur.com/4rbawBg.png)
(http://i.imgur.com/QeTysUD.png)

V-Ray Phong

(http://i.imgur.com/bFkurrq.png)
(http://i.imgur.com/mdYjw0s.png)

This is the weird result I got with Corona. At first I thought it was pure white.

(http://i.imgur.com/ONExOmB.png)

But then I applied a Gamma Correction and got this result.
Looks like the walking pattern of a drunk.

(http://i.imgur.com/o6Lj5K3.png)
(http://i.imgur.com/5eiBy3d.png)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-29, 10:44:36
When I read your post yesterday I wasn't sure what you did and what those graphs represented (I somehow didn't realize the dome light part in your description). I then had the "original" idea of measuring the luminance of reflections to make a mapping between the BRDFs. So, you probably planted the idea into my head without me noticing :D Thanks!

So I made a 100% reflective plane, a tiny light emitting sphere above and a camera on top - all 3 in a line, the camera facing directly onto the plane (to have no angles, different renderers seem to have different approaches for pixels at sharp angles).
I then wrote scripts to measure the pixel luminance right in the middle of the reflection for each glossiness step and made tables of glossiness <-> luminance for vray ggx, vray blinn and corona ggx. It went all well, the curves looked fine and I was able to build conversion tables between the BRDFs.
Below you can find images with VrayBlinn on the left (1.0 to 0.55 glossiness in 0.05 steps) and the CoronaGGX result on the right using the conversion table.

I'm also a bit surprised that it works so well...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-29, 10:56:58
nice! so will this find it's way into the next version?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-29, 11:00:23
I hope so. Next I'll have to find a way to make curves out of the tables so I can also support glossiness maps - this may be a bit more tricky.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-29, 11:57:54
ah yes... maps.

Rather you than me!

(tell me where the paypal donate button is btw. its an already fantastic script)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-29, 12:35:26
ah yes... maps.

Rather you than me!
I'm currently doing it all by hand. First plotting the table, then I do a custom curve control script where I can type in and try out the positions and in/out tangents of the points. After each change I have to make a screenshot and do a comp with the plot in the background and the curve control as a layer on top and see where I have to improve it. See the attached image below.

(tell me where the paypal donate button is btw. its an already fantastic script)
Oh, thanks a lot :) I didn't bother to include a donate button anywhere on the website because I didn't work in the past. If you want to donate something, I have one on my ExtendBorders script download page ( http://www.racoon-artworks.de/?p=343 (http://www.racoon-artworks.de/?p=343) ) . Unfortunately, to this date, even though it has 6k downloads, the script made less then 10$ (2 people) in donations ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-29, 13:28:29
Ok, glossiness map conversion seems to work fine. Attached image: left is VrayBlinn, right CoronaGGX
So, If someone has a representative production scene that uses lots of glossy materials and wants to try out the new conversion method, drop me a line via PM and I'll send you a version. Every piece of feedback about this is important! I want to make sure the results are good before I release it :)

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-10-29, 13:48:22
I notified the Evermotion guys, they were interested in glossy conversion improvements. Let's see how this evolves.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-10-29, 13:52:25
You're the man Clown!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-29, 15:45:04
New VrayLight Directionality conversion using the same luminance measurement method
Directionality 0.3 -> 1.0 in 0.1 steps
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2015-10-29, 15:45:26
Wow ! sadly I've got no recent\decent vray scene to test the new conversion on but still wow.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-10-30, 03:21:55
Here are some test results with "v1.19 beta 02".

3 Evermotion scenes. I have only used the converter and hit render, nothing is modified.
Each scene has been rendering for about 30min on an i7-4770K.

(http://i.imgur.com/wQIg78E.jpg)
(http://i.imgur.com/rw3vlbn.jpg)
(http://i.imgur.com/vOvCzte.jpg)

Shaderball tests.

(http://i.imgur.com/C5DSfjL.jpg)
(http://i.imgur.com/te11XIY.jpg)

Here is a graphical representation of what the converter is doing.

(http://i.imgur.com/d2k6YoI.png)

Looking good. I think the big difference in the kitchen render is due to the mirror.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: arrival on 2015-10-30, 09:29:05
where i can find the v1.19 beta 02 version.?  i see only 1.18

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-30, 09:52:57
Here are some test results with "v1.19 beta 02".
(...)
Looking good. I think the big difference in the kitchen render is due to the mirror.
mhhh... looking better than expected :) Thanks for those tests, I really appreciate it!
Yes the brightness of the kitchen mirror looks a bit off, would be interesting why. Maybe the IOR clamp option was on in the converter?

where i can find the v1.19 beta 02 version.?  i see only 1.18
It's not public yet, I wanted to let some people test it before I release it - to be sure the quality is sufficient. You can drop me a line via PM if you want to test it :)

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-30, 10:44:31
Here are some test results with "v1.19 beta 02".

looking great, I don't suppose you could test one of them with the previous converter?

(maybe the one with the blue floor?)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-30, 12:39:14
VrayGGX to CoronaGGX is now implemented too. As expected, it's a bit more accurate than the Blinn conversion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-10-30, 14:09:54
looking great, I don't suppose you could test one of them with the previous converter?
(maybe the one with the blue floor?)

Sure. I'm uploading the images separately this time, a lot easier to see the difference by flipping layers in Photoshop.

(http://i.imgur.com/QitOrBk.jpg)(http://i.imgur.com/eDOTIgr.jpg)(http://i.imgur.com/YQ1SbAj.jpg)

Hopefully I can test some more scenes later today.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-30, 14:24:53
Hmmm, interesting. Some things seem to work better with v1.18, others with v1.19... I guess that's simply the problem with different BRDFs, they just look different at different angles. Another issue might be texture filtering and bump. Bump looks strange right now, I'll have to check this and test how these work now. They seem to have changed a couple of times lately :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-30, 14:36:21
on balance i'd say the new one is better, but yes some materials look a bit off
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-10-30, 14:51:39
Hmmm, interesting. Some things seem to work better with v1.18, others with v1.19... I guess that's simply the problem with different BRDFs, they just look different at different angles. Another issue might be texture filtering and bump. Bump looks strange right now, I'll have to check this and test how these work now. They seem to have changed a couple of times lately :D

There's a good chance that legacy check system is broken i latest builds, so that might affect things as well, depending in what build materials were created and tested. There's discussion about this going on in bugs board. I plan to do more thorough tests as soon as i'll have more time.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2015-10-30, 15:08:31
I love the work here :- )

Not want to side-track this but seing Peter is here would it be off-track to ask him to provide one or two plants/trees (for example the ones from Miami hotel) for DeadClown to test converting 2sided Vray mats of vegetation ? I don't have any since I build them from scratch but I found it to be quite weird when trying to convert for example Vizpark plants examples I had. It either used wrong part of shader (for example the backside mat from 2sided) or generally created completely different translucent look.

I know both shaders work quite differently but perhaps some smart trick can be created because all the existing tree bundles are useless, it's not possible to hand-tweak hundreds of such mats and the difference it look is far more obvious than in other type of materials.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-10-30, 15:12:10
good idea Juraj, from initial tests it seems the fraction amount is always way too much. Will dig out (no pun intended) a suitable plant.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-10-30, 15:27:29
I know both shaders work quite differently but perhaps some smart trick can be created because all the existing tree bundles are useless, it's not possible to hand-tweak hundreds of such mats and the difference it look is far more obvious than in other type of materials.
I'm always happy when people can provide some shaders for testing. I have relatively poor sources, so everything helps. But especially 2sided mtl conversion is tricky because there is nothing like that in Corona and I have to rebuild 1 material out of 2 (I'm using the diffuse map of 1 of the materials as a translucency map in the resulting CoronaMtl).

Btw, here's a test of a new bump multiplier. It seems the bump value is currently off by *4.0, So dividing the vray bump value by 100 and multiplying by 4 looks good. I also added a setting for it at the top of the script so if someone wants to fine-tune the settings, go for it :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-10-30, 16:32:33
The wavy reflections are identical now, vray is a bit more blurred. Great work clown.
I'm using Corona 1.3 RC5 btw.

(http://i.imgur.com/us0ibmh.jpg)(http://i.imgur.com/r5T78Wu.jpg)

Shaderball of the floor

(http://i.imgur.com/h1vk5uy.jpg)(http://i.imgur.com/9bdvVGI.jpg)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: johan belmans on 2015-10-31, 00:04:34
Hi Deadclown,

great job you are doing, unfortunatelly I am to busy at the moment to do some tests.
Keep un the great work.

cheers
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2015-11-01, 23:35:31
Here are the results for GGX to GGX.

(http://i.imgur.com/SALNJux.jpg)
(http://i.imgur.com/g5RsfsN.jpg)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-02, 09:55:39
Here are the results for GGX to GGX.

Some little differences in Lighting here and there and the metal plate of the door looks strangely different but overall it's spot on! :) Great, thanks for testing!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-11-02, 09:57:32
looking fantastic!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Tanakov on 2015-11-02, 12:06:36
I admire your work mr. DeadClown. Your work literaly made Corona bloom, as it helps transition to corona.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-02, 13:38:02
Ok, here it is, the new version with updated glossy, bump, and directionality conversions.
I also implemented a completely new proxy converter which also supports animated vray proxies. Please test it HARD (everything)! I doubt that this one will make it into 1.3 but who knows :). There should be no surprises and I hope everything is self explaining.

Now I should finally get back to work and actually do something to earn some money :D

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.19 - [2015/11/02]


I admire your work mr. DeadClown. Your work literaly made Corona bloom, as it helps transition to corona.
Thanks Tanakov, I hope it made a difference :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2015-11-02, 13:44:53
add a paypal donate button on that page ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-02, 14:13:54
add a paypal donate button on that page ;)
ok, I've finally done it... ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-03, 09:53:43
This is (hopefully) also the version shipping with Corona 1.3.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.20 - [2015/11/02]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dollmaker on 2015-11-03, 16:23:04
Corona 1.3 installed 1.16.. on your site when i downloaded.. its still 1.16 i am not sure where is 1.2 O.o
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-11-03, 16:25:54
The 1.3 installer installs 1.20 for me.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dollmaker on 2015-11-03, 16:36:09
Strange.. installed 1.16 for me..  i installed 1.3   2 times..
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-03, 16:47:01
Strange.. installed 1.16 for me..  i installed 1.3   2 times..

Could you make a list or a screenshot of this folder here "C:\Program Files\Autodesk\3ds Max 2016\scripts\CoronaRenderer" ?
There should be at least 2 files in there:
coronaConverter_v1.20.ms
coronaProxyExporter_v0.04.ms
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dollmaker on 2015-11-03, 16:51:45
Strange.. installed 1.16 for me..  i installed 1.3   2 times..

Could you make a list or a screenshot of this folder here "C:\Program Files\Autodesk\3ds Max 2016\scripts\CoronaRenderer" ?
There should be at least 2 files in there:
coronaConverter_v1.20.ms
coronaProxyExporter_v0.04.ms

Got it now.. sorry.. I didnt know they were kept in separate folder inside scripts folder...  Thanks.. :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-03, 17:10:35
You don't actually have to run the files manually. You should have macroscripts installed that you can assign to a button or simply use the menu entries in your rightclick quad menu :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-04, 15:34:31
New version with a proxy converter fix

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.21 - [2015/11/04]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jbsfender on 2015-11-06, 13:08:29
Since installing Corona 1.3 my favourite script no longer seems to work on any scene. Whether I use v1.20 daily builds or 1.21 version. Any ideas?

>>> SCENE Info: <<<
Corona version: 1.3, build timestamp: Nov  3 2015 13:04:50
Converter version: 1.21
Installed Vray plugins: V_Ray_RT_2_10_01  V_Ray_Adv_2_10_01 
# Material conversion took 1.25 seconds
# Iterations: 26, converted: 21
# Map conversion took 0.002 seconds
# Iterations: 5, converted: 0
# Light conversion took 0.002 seconds
# Iterations: 0

Error occured in VRayMtl : AM107_015_metal_brushed_linear:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_metal_brushed_linear:VRayMtl

Error occured in VRayMtl : AM107_015_2:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_2:VRayMtl

Error occured in VRayMtl : AM107_015_white:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_white:VRayMtl

Error occured in VRayMtl : AM107_015_glass:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_glass:VRayMtl

Error occured in VRayMtl : AM107_015_silver:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_silver:VRayMtl

Error occured in VRayMtl : AM107_015_metal_brushed_linear:VRayMtl
-- Unknown property: "texmap_refraction_fog" in AM107_015_metal_brushed_linear:VRayMtl
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-06, 14:25:47
Looks like Vray 2.1 doesn't have a refraction fog map, or it's called differently. I'm not sure if Vray 2.5 has it, but upgrading to 2.5 doesn't hurt anyways.
I'll fix this issue in the next version, thanks for reporting :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jbsfender on 2015-11-06, 15:03:29
Great, many thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Noah45 on 2015-11-11, 03:39:54
Having difficulties converting a Vray file.
Using the latest material converter, and Corona 1.3

In the screenshot, after executing 'start conversion', it does nothing.
There is an original Corona material (tshirt) and a corona light.

I'm wondering if the Client did something different w/ Vray, But a friend that has Vray, has no problem with this file?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2015-11-11, 03:51:25
Hi. You need to have Vray installed to convert Vray materials. Don't know if that's the problem, but it sounds like this.

I think there is a trial/demo version of Vray that will make conversion possible.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Noah45 on 2015-11-11, 03:52:58
I'll try it, but did not need VRay on earlier conversions
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Noah45 on 2015-11-11, 05:24:13
Workaround for tonight... my Vray licensed buddy is exporting as .3ds. (deadline a.m!)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-11, 10:00:26
I'll try it, but did not need VRay on earlier conversions
The converter needs vray installed if you want to convert vray classes. Without having the plugin running, max has no idea about these materials, their properties and so on. But it has always been like this (and will be in the future) ;)
Installing the Demo version of vray is sufficient.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-11-11, 10:15:57
Hi Martin, not sure if i'm doing it wrong or selection modes are broken in converter v1.20. I have a bunch of bitmap nodes in slate editor and i want to convert some of them into CoronaBitmaps. I select those specific nodes in SME, choose "selected material editor slot" in converter and press start conversion, but it converts every single bitmap node in that view, not just selected ones.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-11, 10:29:17
mhhh.. I'm not sure if I remember it correctly but I think maps do not respect the selection modes. So you either convert ALL materials + maps or just the materials themselves (excluding maps) via object or material editor slot. It's due to the way I'm collecting the map instances and also to avoid breaking instancing between materials =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-11-11, 10:43:38
Looks like there is no option to do that at all? :/ Maybe it's possible to force converter to respect SME views, so we'd have at least some workaround - move necessary nodes to separate view and convert all maps only in that specific view?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-11, 10:48:16
Doing stuff for slate is quite... unpleasing.. to put it this way ;) . Or at least has been in the past, haven't checked lately. Would it be sufficient if the current selected mtl editor slot converts whatever is in there? Either the map or the material + the maps used by this material (possibly breaking the instancing).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2015-11-11, 11:45:48
Well, not very usefull for me, but still better than nothing. No rush, though.

Oh, and i couldn't care less about keeping instancing, since in slate it's quite easy to tell whether node is instanced or not :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2015-11-11, 12:35:03
Regarding the Noah45 problem: you can see that the red material says "missing material" - so it is not something which did not get converted, but simply a missing material.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Noah45 on 2015-11-11, 13:01:19
Thanks for responses.  OK. I need to find out what the client did differently to these files.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-13, 10:57:09
some fixes

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.22 - [2015/11/13]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-11-24, 13:26:37
new public version

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.23 - [2015/11/24]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: brightlight on 2015-12-04, 04:11:34
Error recorded trying to convert this Vray material:
Quote
>>> SCENE Info: <<<
Corona version: 1.3, build timestamp: Nov  3 2015 13:07:12
Converter version: 1.20
Installed Vray plugins: V_Ray_RT_3_20_03  V_Ray_Adv_3_20_03 
# Material conversion took 24.763 seconds
# Iterations: 833, converted: 830
# Map conversion took 0.986 seconds
# Iterations: 691, converted: 199
# Light conversion took 0.144 seconds
# Iterations: 21

Error occured in VRayMtl : Glass Opaque:VRayMtl
-- Unable to convert: undefined to type: Float

Error occured in VRayMtl : Glass Opaque:VRayMtl
-- Unable to convert: undefined to type: Float

Error occured in VRayMtl : Glass Opaque:VRayMtl
-- Unable to convert: undefined to type: Float

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: brightlight on 2015-12-04, 04:36:19
I also had a problem converting this Vray ' frosted glass' material.

This one had noise maps in the refraction and bump slots.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-04, 17:40:08
Hello there,

I might be doing something wrong but i am having some issues with the vray proxy conversion on the 1.23 vray corona converter ( I am using corona 1.3)

While the material conversion seems to work the vray proxy conversion gives me a unknown system exception and the following text is highlighted "CProxy.ProxyFp.fromScene corProxy vrProxy outpath".  The file output is correct i checked, it is the same as the original.  After this the conversion begins ( i hit ok on the error message)  but seems to freeze and does not create any proxies.
What is interesting is that the vray proxy converter 1.16 seems to work perfectly.

Thanks for your help

alex
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-05, 12:29:38
Error recorded trying to convert this Vray material:
Ok, can you first try the new converter version? And if it still doesn't work, please send me the original material, so I can have a look what exactly is going wrong :)

I also had a problem converting this Vray ' frosted glass' material.

This one had noise maps in the refraction and bump slots.
Same thing, I don't see what's the issue here. Can you please send me the original material for testing?

I might be doing something wrong but i am having some issues with the vray proxy conversion on the 1.23 vray corona converter ( I am using corona 1.3)

While the material conversion seems to work the vray proxy conversion gives me a unknown system exception and the following text is highlighted "CProxy.ProxyFp.fromScene corProxy vrProxy outpath".  The file output is correct i checked, it is the same as the original.  After this the conversion begins ( i hit ok on the error message)  but seems to freeze and does not create any proxies.
What is interesting is that the vray proxy converter 1.16 seems to work perfectly.
Hm, strange. The freezing of max happens when the export of a proxy throws an error. Robin fixed a bug in the daily builds where Corona froze when exporting objects with zero faces. I also made a check to prevent this from happening in version 1.22. So this seems to be a new issue. Could you provide the model that's causing the crash?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: brightlight on 2015-12-07, 07:34:37
Ok, thanks, max file enclosed. I lost the material with the noise but these
gave me problems.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-07, 11:12:11
Ok, thanks, max file enclosed. I lost the material with the noise but these
gave me problems.

Ok, found the problem. For some reason your materials had a refraction glossiness value of 102.0 (which doesn't show up in the material, there it doesn't allow more then 1.0). I guess you've used some script that produces this issue. Quickest fix for now is to just set the glossiness back to 1.0 by hand in the UI until I release a new script version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 13:03:19
Hello Deadclown,

I am confused on the use of the corona proxy convert popup dialog while running the converter 1.23:
is it?
1. to convert an existing corona proxy .cproxy to a cgeo proxy
2. to convert vrayproxy to corona proxy.
I assume it is to convert an existing vray proxy to a corona proxy. This is where i might be wrong. 

I  ran the script 1.23 on a scene with an existing vray proxy  and the mat conversion went fine and as the corona proxy dialog box came up i chose a path and nothing was created.


Further more I ran the corona proxy exporter 0.04 on the original mesh and it created a corona cgeo proxy perfectly.
I am attaching a zip with the max file and the vray mesh and the map.

Thanks for your help

alex

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-07, 13:37:22
I am confused on the use of the corona proxy convert popup dialog while running the converter 1.23:
is it?
1. to convert an existing corona proxy .cproxy to a cgeo proxy
2. to convert vrayproxy to corona proxy.
I assume it is to convert an existing vray proxy to a corona proxy. This is where i might be wrong. 
No, it's right. It is for converting .vrmesh Vray proxy to .cgeo Corona proxy.

I  ran the script 1.23 on a scene with an existing vray proxy  and the mat conversion went fine and as the corona proxy dialog box came up i chose a path and nothing was created.
I have tried it here, it works both with the original path option and the custom path option. It's probably a really stupid question but have you clicked the "Convert proxies" button in the proxy converter dialog?
You're using the official 1.3 build? not daily builds?
Maybe you should also download the latest converter version again and try it another time, even if it's unlikely that it will solve something.
Also: is the Path to the .vrmesh correct in your VrayProxy? Sometimes max automatically searches subfolders when it doesn't find the specified file and takes those found files even though the file path is invalid. You don't notice it as a user but the script won't be able to find the file this way and skip it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 14:22:41
Hello Deadclown,

thanks for your reply.
I am using the 1.3 corona build:
Corona version: 1.3
Full-speed, Non-debug, MaxSDK 2014
Build timestamp: Nov  3 2015 13:06:03
Defines: Wide RGB

Further more I downloaded from this page the 1.23 converter:
http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html

I checked the path of the vrmesh prior to running the script both in the asset tracking and also in the path in the modifier tab of the vray proxy.
I also made sure of clicking the convert proxies button both the original and new path option but not corona proxy was created.
 Actually after clicking the convert proxies button there is no process taking place vs. when creating in through an older version of the script see below.

I used an old script, probably created by you to convert a vray proxy to corona proxy : proxy.crp and the proxy was created on the same vray proxy.
I am attaching the script itself.
I believe I am following the right steps through the process and not sure what is wrong. 
For info i am using 3ds max 2014.

Thanks for your help

alex

ps could
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 16:50:07
Hello there,

i tried the process on an evermotion exterior  scene and opened the script listener:

INFO: Converting scene materials...
INFO: Material conversion took 9.229 seconds
INFO: Iterations: 66, converted: 66
INFO: Converting scene maps...
INFO: Map conversion took 1.77 seconds
INFO: Iterations: 75, converted: 75
INFO: Converting scene lights...
INFO: Light conversion took 0.666 seconds
INFO: Iterations: 1
Conversion done.
INFO: Converting scene materials...
INFO: Material conversion took 1.068 seconds
INFO: Iterations: 66, converted: 66
INFO: Converting scene maps...
INFO: Map conversion took 0.892 seconds
INFO: Iterations: 75, converted: 75
INFO: Converting scene lights...
INFO: Light conversion took 0.641 seconds
INFO: Iterations: 1
Conversion done.
Skipped [contains 0 faces]: path.....AE_16_09_grassStrand05.vrmesh
Skipped [contains 0 faces]: path.....\AE_16_09_grassStrand02.vrmesh
Skipped [contains 0 faces]: path.....AE_16_09_grassStrand01.vrmesh
Skipped [contains 0 faces]: path.....AE_16_09_grassStrand04.vrmesh
Skipped [contains 0 faces]: path.....AE_16_09_grassStrand03.vrmesh
Skipped [contains 0 faces]: path.....AE_16_09_grassStrand06.vrmesh
Skipped [contains 0 faces]: path.....AE_16_09_grass_sparse.vrmesh

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-07, 16:58:38
Hmm, well, that tells me that your proxies have either 0 faces or that your path is invalid. Have you modified the output ("Skipped [contains 0 faces]: path.....AE_16_09_grassStrand05.vrmesh")  ? It should print the full path. If not, are you using relative pathes? The script will most likely not work with relative pathes (I have never used them and totally forgot about it).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 17:06:45
hello there

this is the path
Skipped [contains 0 faces]: G:\My Documents\3d ojects\Evermotion Exteriors 16\09\maps\AE_16_09_grassStrand04.vrmesh
This is an external hardrive

but usually I work on my hardrive on my pc actually the desktop and the path system is the same.
Could you suggest how to change the path system if it is the issue?
Thanks

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-07, 17:11:12
Ok, if the path is not relative (thus absolute) and the file is exactly there then... I've no idea. I still think this is a path problem and the file is not at this location.

For making relative pathes absolute check the screenshot below (I hope I remembered it correctly and this should work)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 17:56:20
Thanks for you help

i tried your suggestion but i believe the paths are absolute because the option you mentioned was not available.
In any case the vmesh is there.

thanks for the time you took to help me.

alex
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-07, 17:56:50
t
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-08, 10:05:21
Ok, I'm clueless now :( Only thing I can suggest is to send me this scene and I'll have another look, maybe I missed something. One more question: which Vray version do you have installed?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-08, 13:07:09
I imported the mesh in a new scene.
I recreated a vrmesh and tried the conversion via 1.23 and still no recreation of a corona proxy.
As usual the mat conversion went fine and the message message from the listener
Conversion done.
Skipped [contains 0 faces]: C:\Users\AD CONCEPT\Desktop\deadclown\AM124_129_v3.vrmesh

Prior to the conversion i made sure the path to the vrmesh is in the asset tracking and in the modifier tab.
On the other hand the old vrayproxy to corona proxy i mentioned before created a corona proxy just fine, as well as the corona proxy exporter 0.04 created a cgeo proxy.

Ultimately i can still use the original vrayproxy to corona proxy script and not select the conversion when i launch the 1.23 script.
I a including a max file with the original mesh and the vray proxy it created and its vrmesh.
Thanks again i must say your support in general through this forum is excellent and yours in particular.  It made my transition from vray to corona really smooth and well worth it
alex
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-08, 13:08:40
i forgot sorry i have vray 3.00.03 installed
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-08, 14:42:43
I a including a max file with the original mesh and the vray proxy it created and its vrmesh.
Hm, also running fine here =/ Sorry, seems I cannot reproduce it. Maybe someone else will come up with another bug report and it helps sorting things out. I will make a note to implement more error checks and better log output for the next version, with a little luck we will be able to find out more then.

Thanks again i must say your support in general through this forum is excellent and yours in particular.  It made my transition from vray to corona really smooth and well worth it
Glad you like the support here :)
Usually developers are always happy when people report bugs, it helps making the stuff better ;)

i forgot sorry i have vray 3.00.03 installed
Quite unlikely but it could be possible that this version is returning 0 faces with the polygon counting function I use. I'm using the latest version of Vray here, so if you want to you could try it with a more recent vray version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-08, 15:28:04
thanks anyway for all your time. it is very appreciated
Although i have no clue of the mechanism behind a script, i am not sure why the latest script does not work while another produces the proxy and ultimately works for 99% of the people... but that is always the case in these things.
That being said there are not the same scripts to begin with so as they function differently maybe some aspects of the count itself.
One last question will corona still recognize cproxy in the future vs cgeo proxies or is there a way to convert one to the other?
Thanks again
alex
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-08, 18:21:45
i found this
Preview type - The method of producing a preview mesh from the original geometry. Previous versions of V-Ray always used "face skipping"

on this page
http://docs.chaosgroup.com/display/VRAY3/VRayProxy

maybe this could be the answer to the problem like you said


Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-09, 10:42:28
One last question will corona still recognize cproxy in the future vs cgeo proxies or is there a way to convert one to the other?
I would guess so, but I don't know. There is however a batch conversion function in the CoronaProxy object which converts old proxies to new ones (as far as I know).

i found this
Preview type - The method of producing a preview mesh from the original geometry. Previous versions of V-Ray always used "face skipping"
Yes, I'm basically setting the VrayProxy to "show whole mesh", make a snapshot of it and export it as CoronaProxy
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-09, 10:43:09
New version with some important fixes

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.24 - [2015/12/09]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: quizzy on 2015-12-09, 17:45:06
any plans to make it work on iRay materials?? Would be great!!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-09, 18:34:47
I didn't know iRay has dedicated Materials O_o Can you give me hint what these are, how to activate them or where I can find these?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: asdecret on 2015-12-10, 09:53:22
Hello

Thanks for the new version of the script but unfortunately the same result for me.
Also i found the batch convert but it converts according to the help mention of the button to cproxy and cgeo...

Anyways i am starting to think that my problem might be elsewhere but i don't know.

I do not have the latest version of vray to try this.
Do you have an earlier version of the vrayproxy to corona proxy only and not bundled with the converter which i could use.  Maybe a version written around or slightly before vray 3.00.03

Thanhs and have a nice day

alex

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-11, 10:21:10
Do you have an earlier version of the vrayproxy to corona proxy only and not bundled with the converter which i could use.  Maybe a version written around or slightly before vray 3.00.03
Sorry, no. This is basically my first implementation. The proxy converter before was made by another guy but he stopped supporting it and hence I made a new one which also supports animations and so on.

Thanks for the new version of the script but unfortunately the same result for me.
Hm, this means that the polygon counting function seems to be the problem. Unfortunately I don't see a way how to change anything about it until a new major Corona release is out and the proxy export crash bug is fixed in the non-daily build version. Then I can discard this check and it should work fine with all Vray versions.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: quizzy on 2015-12-14, 09:09:59
iray material can be found here:

http://blog.irayrender.com/post/83815598089/iray-material-plugin-updated-for-3dsmax-2015

implementation is very basic...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: SairesArt on 2015-12-14, 09:21:17
Hey,
is there a function I can call, so it would import all maps as CoronaBitmaps, that are linked to the bump channel and automatically passthrough the CoronaNormal Texture to the Bump slot?
How hard would it be to script myself?

(I have like 300 X-refs, that need converting. I understand, that I can batch execute the script, but all my Normal Materials need to pass through the CoronaNormal map, have add gamma to input applied and strength set to -1)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2015-12-14, 10:12:50
iray material can be found here:

http://blog.irayrender.com/post/83815598089/iray-material-plugin-updated-for-3dsmax-2015

implementation is very basic...
Ok, I'll have a look into it, but I understand it correctly that there is no (older) version pre-installed with max?

is there a function I can call, so it would import all maps as CoronaBitmaps, that are linked to the bump channel and automatically passthrough the CoronaNormal Texture to the Bump slot?
How hard would it be to script myself?
Depends on your scripting skills ;) But all in all it's doable. It's not possible to do it with the script itself so you'd have to take out the coronaBitmap conversion function and make a new script which calls it, plus your changes of course. I haven't really understood what you want to do exactly (the pass through and normal maps stuff).
The hardest thing of all of this is probably to write the script in a way that it iterates through all material slots and goes deeper into the submaps. The converter script works the exact opposite way, it doesn't care which slot the map is in, it just searches for the map classes and translates them.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PFD on 2016-01-01, 01:23:39
any plans to make it work on iRay materials?? Would be great!!

What a coincidence I was searching on this thread if anybody had explored the iray Material functionality for this script. When I saw that nobody had done it I decided to make my own.

Please test it and tell me what you think.

https://www.dropbox.com/sh/0u9ow4j47q1amjs/AACNL_ndj2Qrg7oA0syyaubWa?dl=0

I didn't know iRay has dedicated Materials O_o Can you give me hint what these are, how to activate them or where I can find these?

Yep. It does. I am an avid Iray user so I know the plug in very well and added that functionality to your script.

I still have an unsolved problem as a noob code writer: I can´t invert the output value on the "Reflection Glossiness" and "Refraction Glossiness" maps.

Iray Material doesn´t use a "Glossiness" Multiplier but rather a "Roughness" Multiplierso I have to have that function when translating Iray to Corona.

Cheers and Happy New Year!

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PFD on 2016-01-01, 02:28:04
Quote
Ok, I'll have a look into it, but I understand it correctly that there is no (older) version pre-installed with max?


Correct. Iray Material works as a Plug in for Iray Renderer. The default materials used by Iray are the M_arch&design material and some autodesk materials.

Made a test between Iray and Corona using my part of the script without further modifications, there is obviously work to do but results are promising.

Original scene uses 100% iray materials.

Cheers
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-06, 10:21:37
What a coincidence I was searching on this thread if anybody had explored the iray Material functionality for this script. When I saw that nobody had done it I decided to make my own.

Please test it and tell me what you think.

https://www.dropbox.com/sh/0u9ow4j47q1amjs/AACNL_ndj2Qrg7oA0syyaubWa?dl=0
Cheers and Happy New Year!
Ah great, I'll have a look at it soon :) Happy new year to you too.

I still have an unsolved problem as a noob code writer: I can´t invert the output value on the "Reflection Glossiness" and "Refraction Glossiness" maps.

Iray Material doesn´t use a "Glossiness" Multiplier but rather a "Roughness" Multiplierso I have to have that function when translating Iray to Corona.
I don't remember it clearly but I think these options are not exposed to maxscript. I use an ugly hack to get around this and I will have to modify it to support this invert checkbox.


[Edit] WTF, this iray material is reacting very weird... glossy: weight of 0.0 and color white != weight of 1.0 and color black?!
Smells like a nasty bug. This can't be right.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: SairesArt on 2016-01-06, 17:12:30
Hey, I usually run the converter script on a large scene, with simple geometry, but a crap ton of it, composed of 100% tga textures. All standart Materials.

Everything runs fine, 100fps and works well, exept every 2 seconds it freezes for a second. It drives me insane.
I already did the multisub mat clean utility and a purge unsudes materials script. It helped a tad, but it still drives me insane.

It does not matter, wether I show textures or not. Even if I hide all the Layers with a blank screen, still happening
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-06, 17:19:42
I don't know exactly why this happens but I have also experienced this problem sometimes. I assume this is some caching that kicks in. Does it happen only in Corona or with Vray too?

(I don't really see why this is in the converter thead)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: SairesArt on 2016-01-06, 17:22:36
(I don't really see why this is in the converter thead)
I only had this when using your converter, never in others. Sry if it's unrelated.
One more minor thing - with textures off, all materials appear solid black in the viewport, no shading, no way to make out what is what
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-06, 18:25:10
One more minor thing - with textures off, all materials appear solid black in the viewport, no shading, no way to make out what is what

O_o but diffuse colors of the materials aren't black? I've never seen this behavior before but I doubt that this is something related to conversion. Can you check this on another pc? Sounds more like a graphics driver issue or maybe a missing max service pack.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: SairesArt on 2016-01-07, 10:26:10
I've never seen this behavior before but I doubt that this is something related to conversion.
Well, I found out the lag issue - it's corona Bitmap. Converting 1000+ materials without converting to CoronaBitmap creates no problems and everthing remains smooth. Convert CoronaBitmaps and everything brakes down to an unusable crawl. Will report as (potential) bug.
Also the black issue was game engine related, where the material imports come from. All materials with textures have their diffuse color erased for optimisation reasons and import as solid black.

Fun fact: it even lags if you delete all objects, right down to the last vertex.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2016-01-07, 13:14:30
Well, I found out the lag issue - it's corona Bitmap. Converting 1000+ materials without converting to CoronaBitmap creates no problems and everthing remains smooth. Convert CoronaBitmaps and everything brakes down to an unusable crawl. Will report as (potential) bug.
Please do report this either yourself on mantis (please describe the problem carefully, and if it's possible, attach scene(s) where the effect will be visible), or contact us in the helpdesk: https://coronarenderer.freshdesk.com/support/tickets/new
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: SairesArt on 2016-01-07, 13:35:59
Please do report thi
Already in mantis, it appears to be a CoronaBitmap + .tga Problem. Not the first one I had, another one was ignoring alpha with 3dsmax Bitmap on .tga in renderer, but was fixed with CoronaBitmap introduction.

Now the guilt of Thread derailment will haunt me all day :[
at least it will keep the thread top1 most active. Acheivement unlocked for deadclown
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2016-01-13, 19:41:20
I get this report ...

I use Daily builds with Corona Converter 1.20
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-13, 19:51:04
I get this report ...

I use Daily builds with Corona Converter 1.20

Yep, this bug is already fixed in newer versions, please update to 1.24 :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2016-01-13, 20:06:34
I get this report ...

I use Daily builds with Corona Converter 1.20

Yep, this bug is already fixed in newer versions, please update to 1.24 :)

1.24 works fine with Daily ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-13, 20:15:41
Yes, it should. Public releases usually work fine with daily builds, only specifically marked "daily build" converter versions do not work with (older) public corona versions. There are 2 download buttons on the converter website, one for the public release and one for daily builds. If you use daily builds just take the one that has a higher version number.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2016-01-13, 20:18:05
Thanks, I'll try

Best regards
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Bormax on 2016-01-19, 22:30:10
Hi
Got this error message today.
And once again - thanks for this converter!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-19, 22:34:25
Please update to the latest converter version 1.24, the bug in the report is fixed there already :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-21, 12:13:23
New version, adding VrayHDRI conversion which is enabled by default (due to crashes with Vray 3.x). I hope I didn't forget something important so please test it if you can :)

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.25 - [2016/01/21]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-01-22, 02:30:49
It may sound silly but would it be possible to convert bitmaps to Corona bitmap even though there's no bitmap loaded.

I have a .mat file where I save all my material presets that I was tidying up by converting bitmaps>>CoronaBitmap, filtering to 0.1, convert Bercon noise to SigersNoise maps... stuff like that.

But, currently the script bypasses any bitmaps where there is a stripped path. Can you change it so it does this?

I'm currently using the lastest daily build.

Thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-01-22, 15:15:28
With "stripped path" you mean an empty string, right?
I'm not sure anymore why I'm not converting "empty" bitmaptexture instances... probably because I haven't seen sense in it but maybe there was a technical issue too. I'll make a note for the next version and if it works fine I'll change it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-01-22, 17:42:38
Yeah that's it. Just I have some of my mats setup with the bitmaps already pluged in ready to go and was wanting to swap them out for Corona ones. Hopefully you don't see an issue. Cheers.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: phil_kill on 2016-02-05, 10:58:58
Errors in MatConverter. Error text in the attach
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-02-05, 11:01:12
Errors in MatConverter. Error text in the attach

Please update to the latest converter version 1.25, the bug in the report is fixed there already :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: micmac on 2016-02-16, 09:04:35
>>> SCENE Info: <<<
Corona version: 1.3, build timestamp: Nov  3 2015 13:06:02
Converter version: 1.25
Installed Vray plugins: V_Ray_RT_3_00_03  V_Ray_Adv_3_00_03 
# Material conversion took 0.056 seconds
# Iterations: 0, converted: 0
# Map conversion took 2.54 seconds
# Iterations: 342, converted: 0
# Light conversion took 0.018 seconds
# Iterations: 9

Error occured in VRayHDRI : Map #16:VRayHDRI
-- Unknown property: "coords" in Map #16:VRayHDRI
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-02-16, 09:50:23
Thanks for the report! Seems like vray 3.00.03 misses some properties. The fix will be available in the next converter version (even though I would strongly recommend to update, there have been a gazillion of bug fixes and other stuff since 3.00.03)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Jens_Gehrcken on 2016-02-17, 14:56:38
First i really like your script and it save a lot of work, when handling different models.

But i constantly switch between Vray and corona projects - and sometimes i wished there would be an inverse converter. Converting corona back into vray-materials.
Would this be possible to be scripted the way your script work? I'm not so much into scripting - but i guess its a lot of work to change the parameters in the script.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-02-17, 15:04:34
First i really like your script and it save a lot of work, when handling different models.

But i constantly switch between Vray and corona projects - and sometimes i wished there would be an inverse converter. Converting corona back into vray-materials.
Would this be possible to be scripted the way your script work? I'm not so much into scripting - but i guess its a lot of work to change the parameters in the script.

Glad you like the script :)
I get this request once in a while but as always I must say: Not going to happen from my side. Doing a reverse-converter wouldn't make much sense for me and be just a whole lot of work - I'd have to do every new feature implementation and bug fix twice. Furthermore, the userbase for a reverse-converter would be way smaller than for the current one.
Chaosgroup has it's own scene converter which is now also supporting Corona Materials (surprise surprise ;) ) - I'd suggest to try that one ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: vancliff on 2016-02-26, 01:57:54
Could you tell me the procedure to replace this one for the one installed within corona? Where do I put it?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-02-26, 09:42:41
Could you tell me the procedure to replace this one for the one installed within corona? Where do I put it?

Whoops, looks like it's not described anywhere. You only need to download the file and place it here:
"C:\Program Files\Autodesk\3ds Max 2016\scripts\CoronaRenderer\"
You don't need to delete or overwrite anything, the menu entry/macroscripts will find the new version by themselves ;).

[Edit]
Ok, I've also put the info on the website :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: vancliff on 2016-02-28, 07:44:03
Thanks. I read the 56 threads and there were no mention of it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: JCdeBlok on 2016-03-06, 13:51:04
If you run the script with autokey on it will generate a key for each property that it set, you might want to wrap it in a 'with animate off'  context :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-03-06, 14:12:59
Whoops :D Good point, will add it in the next version, thanks for the info :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-03-20, 15:24:15
Have you ever tried to implement conversion of the old blend layer method to the new Corona layered material?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-03-20, 16:28:54
"blend layer method",  what exactly do you mean?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-03-20, 20:07:16
blend layer method - By creating two different materials and pluging them into slot 1 and 2 of a blend map with a mask. The old way to create layer mats before the Corona Layered mat came along.

Just I've my material library to clean up and hoped you had looked into that. No sweat if not :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-03-23, 09:46:51
Ok, I'll have a look at it (and the other suggestions/bugs) as soon as things calm down here and I got time for something else than meeting deadlines ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Jens_Gehrcken on 2016-04-08, 11:43:57
Glad you like the script :)
I get this request once in a while but as always I must say: Not going to happen from my side. Doing a reverse-converter wouldn't make much sense for me and be just a whole lot of work - I'd have to do every new feature implementation and bug fix twice. Furthermore, the userbase for a reverse-converter would be way smaller than for the current one.
Chaosgroup has it's own scene converter which is now also supporting Corona Materials (surprise surprise ;) ) - I'd suggest to try that one ;)

:) yes i thought so... i havn't heard about the chaosgroup scene converter ... i think i need to try that in order to jump between render-engines.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-04-09, 21:26:25
I've noticed that VrayFastSSS (Evermotion Raspberries) gets quite simplified and looses any SSS setup. Is it because the material is too specialized ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-04-09, 23:21:20
Yes, I currently do not see a way to convert it properly. My attempts were giving unpredictable results and thus I decided to rather simplify it than having weird looking stuff floating around in the scene somewhere. But I'm always open for suggestions ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-04-11, 14:22:42
Ok, I'm currently having a bit of spare time to get stuff done, so now is a good time for suggestions :D

blend layer method - By creating two different materials and pluging them into slot 1 and 2 of a blend map with a mask. The old way to create layer mats before the Corona Layered mat came along.

Just I've my material library to clean up and hoped you had looked into that. No sweat if not :)
I have concluded that I'm not going to make an automatic conversion sorry. I'd have to check for usage of the mixing curve and/or mix amounts/maps + make sure it's not nested blends, that would make everything a lot more complicated and the result might differ. If you need a custom solution for your library that's a different case and we could probably make something for that case, but it's not something I'd like to integrate in the converter.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-04-11, 15:10:34
New long overdue version with some fixes.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.26 - [2016/04/11]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: darrentomkins on 2016-05-09, 19:51:48
Heya fellas and feller-ettes,

So here's a Q. Any chance of a button in the converter to go from Corona materials back to Scanline basic materials? I have bumped into a workflow whereby i sometimes need to take my file into other apps that use scanline...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-05-09, 19:57:23
The question is how useful this would be in an automatic fashion. The Standard Material is fundamentally different in many ways. Apart from that, if you want to export those you can basically only use a Standard material with only bitmap textures assigned. Every other map and special corona map had to be removed before. While its "possible", the results would be very dependent on your original materials.
I don't really want to include that in the standard Corona Converter, I'd rather suggest doing it externally with a custom script.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: darrentomkins on 2016-05-09, 20:12:52
Makes sense especially as it is probably not that common. I've just sat for 4 hours selecting and converting my Corona Mats to Standard. Even if it's just the simples like Diffuse / Bump / Reflection.

It would be such a win to have a button to take 4 hours off my evening.

How do we go about doing this :)

Start with a bunch of flowers and a ton of gratitude...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-05-09, 21:52:14
Is there a way to use this converter externally ? Without opening 3dsMax ?

(alternatively, also re-pathing assets ?)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-05-09, 21:55:28
How do we go about doing this :)
You got a PM

Is there a way to use this converter externally ? Without opening 3dsMax ?

(alternatively, also re-pathing assets ?)
Nope, and never will. Maxscript only works inside an open max instance. Even if it was written in a different language, no one knows how the .max file format works, you can't access any data in it (not even mentioning the plugins).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2016-05-09, 21:56:12
Is there a way to use this converter externally ? Without opening 3dsMax ?

(alternatively, also re-pathing assets ?)
unfortunately it seems autodesk has pretty firm IP hold over .max and does not allow anybody to view or edit the format, so I would guess not.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: MgVrN on 2016-05-09, 22:06:45
Makes sense especially as it is probably not that common. I've just sat for 4 hours selecting and converting my Corona Mats to Standard. Even if it's just the simples like Diffuse / Bump / Reflection.

It would be such a win to have a button to take 4 hours off my evening.

How do we go about doing this :)

Start with a bunch of flowers and a ton of gratitude...

would be awesome for game dev.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-05-09, 22:45:26
There is a commercial converter called UMC (Universal Material Converter) that converts mr, Vray, Corona + more to Standard materials. We just bought it for converting materials before export to Unity. Haven't got a link here, but you can find it on Scriptspot.com
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-05-10, 00:14:00
Is there a way to use this converter externally ? Without opening 3dsMax ?

(alternatively, also re-pathing assets ?)
unfortunately it seems autodesk has pretty firm IP hold over .max and does not allow anybody to view or edit the format, so I would guess not.

I think I vaguely remember Lukas Dubeda having written some script that does something like this though ? Or some part of it.


Nope, and never will. Maxscript only works inside an open max instance. Even if it was written in a different language, no one knows how the .max file format works, you can't access any data in it (not even mentioning the plugins).

:- (

I hate those few Evermotion (and few other) collections I use that are both setup with shitty paths (I don't want to use UserPaths, needs to be setup on every node, export doesn't work well and it's slow as hell), and also saved individually into 50 scenes.

 What I do these days I import them together into single scene, convert and then 'save selected' each back into folder. I thought there could be better, more automized well. Well, whatever.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-05-10, 04:02:17
@Juraj and all others who struggle with manual vray(or whatever else) setup 3d model library to Corona conversions, path relinking etc. Strictly imo and my way of doing things but it may still be useful to someone.
 
 For library management, conversions and saving back to original folder there's no better and handier tool as Project Manager https://3d-kstudio.com/product/project-manager/ out there. I've adopted it for my workflow some 2years and a half ago and there's just nothing better for the job, and aside the fact of it's relatively ugly interface (see Connecter for comparison) it is awesome due to it's functionality and can speed up one's workflow quite considerably.

For the asset relinking purpose itself there's at least three solutions which I can recommend:

- again first being the Project Manager - for it is all around combine\3dsMax's Swiss army knife of a sorts )   
- second being this P.M's separate and all other functionality stripped\made just for this task, little brother - https://3d-kstudio.com/product/filepathfinder-pro/ - it is cheaper but can do only that + render thumbnails for models\ies\materials etc. which is integrated in P.M too and which I use quite frequently if there's no preview files available + from P.M. itself you can just simply select those thumbnailess\previewless and overall quite sad looking files in it's asset browser and simply rightclick-render thumbnails for them which is even handier.
 
Both abovementioned tools have this little function http://clip2net.com/s/3xQPL9P which, I think, could solve all our large library conversion problems or at least the most annoying and time consuming ones, of course, only, if Martin will be willing to make some custom automatically running converter's version just for that task and give it to us ))

  - and the third one being this no less awesome little script http://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing - which can do the same albeit not in the automatic fashion - it  is even cheaper but has way less functionality than the two above - but it can do one tremendously useful thing, well actually two - physically rename selected object's textures on HDD and do texture resize + automatically relink those in place of original ones directly from 3dsmax itself - that was the selling point at least to me as that can be invaluable in some specific scenarios.
 Hope that helps as I know what feel so to say ))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-05-10, 09:49:10
There is a commercial converter called UMC (Universal Material Converter) that converts mr, Vray, Corona + more to Standard materials. We just bought it for converting materials before export to Unity. Haven't got a link here, but you can find it on Scriptspot.com
Yep, that's also what I suggested to the first requester via PM :D

Both abovementioned tools have this little function http://clip2net.com/s/3xQPL9P which, I think, could solve all our large library conversion problems or at least the most annoying and time consuming ones, of course, only, if Martin will be willing to make some custom automatically running converter's version just for that task and give it to us ))
Already possible and easy to do :) The converter can be completely controlled via maxscript: http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html (http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-05-10, 11:23:18
Thanks Antanas much, will look into all those.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-05-10, 13:26:23

Already possible and easy to do :) The converter can be completely controlled via maxscript: http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html (http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html)
[/quote]
Ehh if only I would be less of a stupid architect and more of a programmer type ))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-05-10, 13:31:24
Every time a programmer writes "it's easy" I cringe :- ) Easy is clicking a ready-made button in my book.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-05-10, 14:26:04
I don't own this project manager tool so I can't test it myself (donations are welcome :D ) but it is actually really easy:
- look at the maxscript documentation mentioned above. There are 2 example code snippets at the end. Even if you are not a scripter I think you should be able to see the structure and how to set the properties.
- save those lines as a .ms textfile and load it in the project manager post-open Script field.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Jens_Gehrcken on 2016-05-12, 07:08:43
you forgot Relink-Bitmap by Colin Senner which also works for Proxies and stuff...

www.colinsenner.com
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2016-05-12, 10:42:14
Every time a programmer writes "it's easy" I cringe :- ) Easy is clicking a ready-made button in my book.
I cringe even more when users tell us that stuff like fixing terminators or adding support for show map in viewport in materials is easy ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-05-12, 23:58:07
Just found that standart material's bump strength gets converted from 100 to 3,5 by converter. Is this intentional? Not very convenient when one have to fix strength of all normal maps by hand :[
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Kstudio on 2016-05-15, 14:57:02
For library management, conversions and saving back to original folder there's no better and handier tool as Project Manager https://3d-kstudio.com/product/project-manager/ out there. I've adopted it for my workflow some 2years and a half ago and there's just nothing better for the job...

Thanks for your testimonial.


  - and the third one being this no less awesome little script http://www.scriptspot.com/3ds-max/scripts/bitmap-tracking-resizing - which can do the same albeit not in the automatic fashion - it  is even cheaper but has way less functionality than the two above - but it can do one tremendously useful thing, well actually two - physically rename selected object's textures on HDD and do texture resize + automatically relink those in place of original ones directly from 3dsmax itself - that was the selling point at least to me as that can be invaluable in some specific scenarios.
 Hope that helps as I know what feel so to say ))

Now you can rename only one selected texture using the menu item "Set Path". (see the attachment image)
I will add options for mass renaming and resizing files to the future version of Project Manager.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ironman2015 on 2016-05-26, 18:12:31
Something weird is happening when I use this script in Max 2016. When I run the script, the converter window pops up and then disappears, but it works fine in Max 2014. Is anyone else having this issue or know of a fix?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Pazey on 2016-05-28, 18:20:20
Does it work with corona 1.4?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-05-28, 18:28:19
Just found that standart material's bump strength gets converted from 100 to 3,5 by converter. Is this intentional? Not very convenient when one have to fix strength of all normal maps by hand :[
Damn, sorry. I missed your post :( . If I remember correctly I made an exception for bump conversion in Vray Materials when a normal map is detected. Seems like I didn't do that for Standard Mtls. I'll put it on the todo list.

Something weird is happening when I use this script in Max 2016. When I run the script, the converter window pops up and then disappears, but it works fine in Max 2014. Is anyone else having this issue or know of a fix?
I don't have access to 2016 right now but it should work fine in all max versions. Are there any error messages in the maxscript listener in the lower left corner?

Does it work with corona 1.4?
It should :) Please report all problems if there are any.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-06-04, 22:18:09
If I remember correctly I made an exception for bump conversion in Vray Materials when a normal map is detected. Seems like I didn't do that for Standard Mtls. I'll put it on the todo list.

That would be great.

Meanwhile couple more bugs from me. 1. standard material's specular map doesn't go through conversion and gets lost somwhere. 2. mapped opacity strangely is set to 0,99 value after conversion. Attaching screenshot. May provide material if that would help.

Converter 1.26
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Benny on 2016-06-08, 23:13:26

Already possible and easy to do :) The converter can be completely controlled via maxscript: http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html (http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html)
Ehh if only I would be less of a stupid architect and more of a programmer type ))
[/quote]

I'm also a stupid architect and although I own and really like Project Manager, there is unfortunately a bit of a language barrier that prevents me from using it to its full potential. It would be tremendously helpful to see a step by step video showing some of the finer functionality. There are videos, but they are more of the silent show what is possible nature and doesn't explain anything. The documentation is either in Russian (I believe) or consists of screen grabs. I still like it though, the developer is super active with constant upgrades, very fast to answer questions.

Antanas, up for a short video? Never been able to figure out the bath relink for example.  :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-08, 23:42:06
Meanwhile couple more bugs from me. 1. standard material's specular map doesn't go through conversion and gets lost somwhere. 2. mapped opacity strangely is set to 0,99 value after conversion. Attaching screenshot. May provide material if that would help.

Converter 1.26

Ok, thanks for reporting, I'll also add it to the todo list. Sorry for getting back to you so late again , I'm currently completely in crunchtime-mode and other stuff has to wait =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-06-08, 23:46:58
No worries, those little bugs are not critical. I can live with that, as long as i know that eventually it will be addresed :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Moataz on 2016-06-14, 13:04:26
>>> SCENE Info: <<<
Corona version: 1.4, build timestamp: May 16 2016 11:05:10
Converter version: 1.26
Installed Vray plugins: V_Ray_RT_3_20_03  V_Ray_Adv_3_20_03 
# Material conversion took 0.92 seconds
# Iterations: 46, converted: 46
# Map conversion took 0.167 seconds
# Iterations: 40, converted: 13
# Light conversion took 0.033 seconds
# Iterations: 3

Error occured in VRayHDRI : Map #5232352322:VRayHDRI
-- Unable to convert: undefined to type: FileName
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-14, 23:25:39
Thanks for reporting, should be an easy fix :) . Will be done in the next version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-06-18, 15:31:16
I apologize if this question has already been asked in the last 60 pages... but will the converter convert multiple Vray map types and nodes into corona maps, node for node, per material, or at least into something usable?

I ask because I am trying to convince a friend to use the trial Corona version to convert his vray mats for me.  And he would like to know if it is worth his time (short as possible).  Because I am too poor to own a version of vray to convert them myself.  :)

Cheers!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ktulu on 2016-06-18, 15:35:36
You don't need to own a version of vray to be able to convert vray materials to corona. Just install a demo version of vray and you're good to go.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-06-18, 20:07:34
I intend to use these materials for commercial purposes.  The demo states pretty clearly it's not supposed to be used for commercial purposes.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-06-18, 20:42:26
I wish that more renderers would offer PLE editions, for those that don't render for living and can't afford to spend money on tools that will never pay off. Something like Brzil Rio was, or Corona A6 is. By the way, i think, Corona even allows commercial use with A6!

Anyway, i don't think that it's counting as commercial use if you have Vray demo installed on your pc just for that Max could be able to read Vray materials. I could be wrong, though.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-06-18, 20:59:32
Romullus.  I dont really know.  I work with law books alot so my mind might be warped by legal positivism.  I agree it seems like a grey area, so when in doubt I emailed the VRay team about this very question.  I got crickets back.  Maybe if a few more people asked, they would respond officially, that way at least we would know.



Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-06-18, 22:08:21
Well, I agree with romullus. The point is, that nothing commercial is rendered with the demo, it's just the dll's and stuff that's needed for the converter/Max to read the materials. And I think the same goes the other way around when people install a Corona demo to make the "Corona to Vray" converter work.

Anyway, it would of course be nice to have an official answer.

Best luck
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-20, 12:11:46
Meanwhile couple more bugs from me. 1. standard material's specular map doesn't go through conversion and gets lost somwhere. 2. mapped opacity strangely is set to 0,99 value after conversion. Attaching screenshot. May provide material if that would help.

Converter 1.26
Ok, I have a couple of hours for bugfixing right now and I cannot reproduce these 2.
1) seems to be fine here, are you sure you're talking about the specular map?
2) Doesn't happen here, converts fine to 1.00 but this might be a case of weird rounding by maxscript on this particular material
I think it would be best if you could provide a material for both cases for me to test (max 2014 if possible) :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-06-20, 15:09:26

I apologize if this question has already been asked in the last 60 pages... but will the converter convert multiple Vray map types and nodes into corona maps, node for node, per material, or at least into something usable?

I ask because I am trying to convince a friend to use the trial Corona version to convert his vray mats for me.  And he would like to know if it is worth his time (short as possible).  Because I am too poor to own a version of vray to convert them myself.  :)

Cheers!

Can I /bump this for my original question?  I kinda got sidetracked.

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-06-20, 15:34:15
Yes the converter will convert everything into something useful! But there will still be some cases where you need to change some parameters in order to make it look better, more "real", or simply to speed up rendertimes.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-06-20, 15:41:16
Meanwhile couple more bugs from me. 1. standard material's specular map doesn't go through conversion and gets lost somwhere. 2. mapped opacity strangely is set to 0,99 value after conversion. Attaching screenshot. May provide material if that would help.

Converter 1.26
Ok, I have a couple of hours for bugfixing right now and I cannot reproduce these 2.
1) seems to be fine here, are you sure you're talking about the specular map?
2) Doesn't happen here, converts fine to 1.00 but this might be a case of weird rounding by maxscript on this particular material
I think it would be best if you could provide a material for both cases for me to test (max 2014 if possible) :)

Sure, here's the offending material.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-28, 10:22:18
I always find it fascinating that several people download those bug reporting scenes :D
Ok, here's what I found.
1) It's the specular color map that gets lost. Sorry, didn't get that in the last posts. I'm only converting the Specular level and glossiness maps right now. I could probably multiply both together but I'll have to test first if the results are the same - sounds a bit whacky to me. I'll put it back on the todo list, first I'll try to get out an updated converter for the daily builds asap.
2) That's one of those funny max things. The Standard material shows an opacity of 100, integer. If I look it up via maxscript it says 99.9999, floating point. So the conversion is correct - it's just max fooling around ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-28, 12:59:05
Ok, new version for the daily builds coming probably later today. I had to change quite some stuff under the hood since the new Corona GGX Brdf is finally using the full range. Vray GGX to Corona GGX is now converted 1:1, no mappings required anymore.
For everything else (based on Blinn) I created a new conversion table and custom curve for glossiness maps (which took a while again). You can now chose to ignore the difference and simply convert 1:1 (currently the default, let me know what you think about it and if it makes sense) or use the advanced conversion with a table and the good old output map stuff.
See the images below for the difference between both methods.

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-29, 10:10:55
Ok, here's the script. It would be very nice if some people could test it with the daily builds :) If you do, please test both the 1:1 and advanced method for vray Blinn materials (see the screenshot below). I'd be very happy about feedback which one you prefer and which should be the default.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.27 - [2016/06/29]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: GabaCGStudio on 2016-06-29, 20:12:13
where is the 1.27 download link?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-29, 20:15:54
see the image below
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: GabaCGStudio on 2016-06-29, 20:48:42
see the image below

???

(http://i.imgsafe.org/417f645e63.jpg)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-06-29, 20:51:37
Looks like you're seeing a cached version. I also changed a bit of the text too which is also not showing on your screenshot, that's why I'm sure it's not a problem with javascript. Try clearing your browser cache and reload the page :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-06-29, 20:52:26
It works fine here :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2016-06-30, 10:44:14
ctrl+F5
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-07-07, 18:54:37
Question:

Will the converter convert the following Node-based Vray materials in a compound procedural vray material?:

VrayMtl
VrayBlendMtl
VrayBumpMtl
VrayColor2Bump
VrayTriplanar

Thank you for your replies!

-Marcellus
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-07-07, 19:04:10
It will convert VrayMtl and VrayBlendMtl but not VrayBumpMtl, VrayColor2Bump and VrayTriplanar since there are no maps in Corona that do the same thing.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Marcellus Ludovicus on 2016-07-07, 19:05:53
It will convert VrayMtl and VrayBlendMtl but not VrayBumpMtl, VrayColor2Bump and VrayTriplanar since there are no maps in Corona that do the same thing.

Thank you for the quick reply.  And please disregard the other PM and email I sent asking the same thing. 
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: samuelAB on 2016-07-18, 23:57:39
That's weird. I used the converter (1.26) with no problem. Now I try to use it on a similar scene but nothing happens and the materials do not get translated.

All the options are at default, this is what the listener says:
INFO: Converting scene materials...
INFO: Material conversion took 0.006 seconds
INFO: Iterations: 1, converted: 1
INFO: Converting scene maps...
Autodesk_Map
INFO: Map conversion took 0.002 seconds
INFO: Iterations: 1, converted: 1
INFO: Converting scene lights...
INFO: Light conversion took 0.022 seconds
INFO: Iterations: 11
Conversion done.

When I render, everything is an error message pointing to an Autodesk material. I did not have the problem doing the same thing earlier today.

Any thoughts? I am converting an imported FBX of the Revit sample scene house.

Another thing I noticed is that I am unable to click on the links in the translator: Things to check after conversion, etc
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: samuelAB on 2016-07-19, 00:02:33
I fixed it by saving the scene before converting...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-07-19, 01:01:39
Yes, this happens if you try to convert something right after an import. It's a max limitation, it only creates the "list of used materials in the scene" while saving (since it takes quite a while and the max devs seem to avoid that on all costs).
About the links: which max version are you using?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Design at Sketch on 2016-07-22, 12:34:05
Hi Guys,

First of all great script !


I have just upgraded to Max 2017 and have installed the script fine but it isn't converting anything. Is the script set up for 2017 yet ? and if so is anyone else experiencing problems ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-07-23, 12:44:47
I'm not using 2017 myself yet so I haven't tried it. In theory it should work fine - maxscript basically hasn't changed in the last decade (just additions) - that's why you can still use scripts from max 5 ;)
I just received another bug report for a different script of mine which seems have suddenly stopped working correctly in 2017. Max versions below are working fine - so I assume this might be a max issue. I will install 2017 soon and see if I can reproduce any of these issues.
Is there any error report or maxscript error (left lower corner) showing up when you try it?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-07-23, 15:24:42
 Well, I'm using 2017 (which is quite good especially in terms of viewport speed btw. - see some up to 4x speed improvement on some scenes !!!) and Corona converter works as it should well at least no different from what it does in previous versions of 3ds max.
 One thing though, somehow, for quite a time, I didn't notice what show maps ON\OFF buttons were removed in the 1.27 version - could you bring those back please, those helped tremendously on some large scenes where even my gpu's 8gig ram is not enough (not to tell how some of my colleague's 2 or 4 gig gpu's behave in such a scenes)), I mean the kind of scenes with literally thousands of materials with even more textures, where going and enabling\disabling of all of those manually is a tremendous job of itself aka a total waste of time and effort and where show map off done on all the scene and then enabling those only on some currently worked on parts can help to maintain a somewhat decent performance due to a controllable gpu ram usage.
 Of course I understand what those kind of scenes are rather rare and what most of users just don't need those functions + your desire to keep converter's ui as uncluttered as possible is understandable as well, but if so, maybe you could do some separate macro script from that part of CC's code which was responsible for those ? - I am probably too greedy (as usual)) but, what would be of no less help too and maybe it could even be some separate macro's for show'\hide on selected, show\hide all, which could be pinned to whatever part of max's ui or even to a quad menu if one wishes )     
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-07-23, 16:56:36
Hi. I think that "Show maps ON/OFF" was removed because Corona materials now works with Max's "Show Materials and Maps". So therefore you should now be able to turn maps on/off globally via Max, and on/off for individual materials in the Material editor.

I'm sure DeadClown will correct me if I'm wrong :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-07-23, 19:24:16
Yes you're right and that's great to finally have that ability, but my point is slightly different - here are some screenshots with some crude annotations I tried to make which would better illustrate what I mean, or at least I hope so )

edit: forgot to mention this - http://www.3dtotal.com/tutorial/120-quick-tip-1-free-up-memory-in-3dsmax-3ds-max-by-tom-isaksen-tips - good old trick which is still can help a lot when dealing with such a scenes it helps especially well after material previews are disabled in any way.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-07-23, 20:03:37
Ahh... Yes I see what you mean, and yes the "only selected" option is really useful is such scenario.

BTW - What city is this a model of?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-07-23, 21:20:48
That's my home town, Yalta or more precisely some crude approximation of it (not too bad one if you recognized it as I presume you did)) still, that scene is quite a work in process. Some different part of that scene rendered in it's earlier development state you can see here https://www.flickr.com/photos/119850875@N05/18340080264/ - that scene is sort of never-ending personal project which sometimes helps me to better (and sometimes even faster)) visualize some of my own architectural projects or do some occasional visualizations of other architects projects which I do in that area - well I work mostly there so why not make my next work a little easier when I have some free time and am willing to do something useful instead of gaming) Some examples of that scene used in such projects you could see here https://www.flickr.com/photos/119850875@N05/18936404306/in/photostream/ or here https://www.flickr.com/photos/119850875@N05/18776438699/in/photostream/ - far from perfect but it's getting better over the time albeit it's a slow process )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-07-25, 09:38:31
The code and buttons are still in there, I was just hiding them for now. The native support for the "show material in vp" option is one reason, the other is that I wanted to know how many people actually use it and how long it would take until someone asks for it to come back :D
No, joking aside, I will get it back in, I just need to change stuff a little bit ;)

@antanas: what's the name of this gpu monitoring tool you're using?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-07-25, 15:34:14
Well I did see that it was removed the day I installed the v1.27, which was quite a while ago but hadn't been complaining here because I got no free time to do so then (work, work, work) and thus ran the earlier version just for those functions - now I got a little spare time so here I am ))
About monitoring utility - it's just a gpu-z https://www.techpowerup.com/gpuz/ - probably you didn't recognize it because of a super flat, grey windows theme I now use )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-07-25, 15:44:16
Oh, I'm just stupid. There is this update notification field in one of your screenshots which contains the information too m( . It's too hot here, my brain doesn't work correctly ;) Thanks!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-07-25, 15:48:54
@antanas: Thanks for you reply regarding your city model. I've worked intensively with city models the last 10+ years, so I'm always interested in "what" and "how" in this field :)

It's some really nice renderings you've made from it, and I would really like to hear more about it. But since it's rather off topic here, I would encourage you to make a dedicated thread about it (if you haven't already, and I just overlooked it).

Great work, keep it up :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-07-25, 16:00:20
+1 i also would like to see topic in WIP section dedicated to this massive Yalta city model of antanas!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-07-25, 16:15:46
@DeadClown - Just wanted to update my post with goddamned heat and resulting brain dysfunction complaints too - and you beat me to it ))) - overall, this particular summer is f***ing unbearable, even with air conditioner which helps quite a lot until you need to go outside, when heat gets to you ten times worse (so I tend to sit at home even more than usual)) + all those solar flares\storms and air pressure fluctuations all conspire to make me just plain stupid, well, to the point the same work takes twice the time to do, and not only me, quite a few of my friends and colleagues are complaining too, one of which had even gone to see the doctors thinking he is ill or something - well no wonder all those crazy, barbarian fucks have been so active lately (

@romullus and PROH - well maybe i'll do that someday but definitely no earlier than mid fall when the heat is no longer so stupefying and workload is a little lighter. Living in the south has it's boons when you use those, but when you're like me, living some 500m from sea and beaches but hadn't been going to those for at least 5 years (probably even more - due to not being interested anymore or I don't know why else really) only bad things like heat, intense sweating and stupidity are left in such a case which is not too cool in any sense ))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: adamadam on 2016-08-03, 16:51:17
Hi, just posting this as asked in error popup.

>>> SCENE Info: <<<
Corona version: 1.4, build timestamp: May 16 2016 11:04:07
Converter version: 1.26
Installed Vray plugins: V_Ray_RT_2_50_01  V_Ray_Adv_2_50_01 
# Material conversion took 0.098 seconds
# Iterations: 25, converted: 21
# Map conversion took 0.009 seconds
# Iterations: 5, converted: 5
# Light conversion took 0.002 seconds
# Iterations: 0

Error occured in Autodesk_Material : Solid Glass:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Ceramic:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Wall Paint:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Metal:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-08-04, 11:15:25
Hmm.. these Autodesk_Material issues come up all couple of months... =/
Can you tell me which max version you're using? Is it possible that you could provide me a scene file or a matlib with the materials in question? It's hard to debug without having the proper materials at hand.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: adamadam on 2016-08-04, 11:33:38
Yes, it's Max Design 2013. I'll send you a file over next time it crops up if that's OK.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-08-04, 11:35:14
Perfect, thanks :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-08-05, 20:05:14
Hi, about bringing back Show maps ON/OFF - well, later I have started using this http://www.scriptspot.com/3ds-max/scripts/nitrous-set-texture-size-limit handy script for that task, it does the same + have the ability to quickly change viewport texture resolution so it is even easier to control vram consumption this way - I missed it earlier simply because the last time I tried it (a year or so ago) Corona didn't support 3dsmax's native commands for those functions so script simply didn't do anything - now it works and probably you can remove those buttons to keep CC's ui relatively unbloated and clean, or at least I wouldn't object them being gone anymore ) 
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: TomG on 2016-08-10, 19:11:20
Hi all!

Ran into an interesting thing, this may already be known but thought I'd mention anyway. Loaded sample V-Ray file, and the VRay proxies are using relative paths to the objects.

If I use the "Convert Proxies" option from the Corona Converer v1.26, the VRay proxies are not converted. No error messages etc, just nothing happens, whether I set to use a new output path or not.

If I use Run Maxscript to run the coronaConvertProxies.ms script, then they are converted successfully, so long as I specify a new output path (if I don't, then I get a bunch of error messages about being unable to write the files)

I resolved this using the Asset Tracking (shift T) and just set the external links to a fixed path, and then it works fine, and then I can also just use the default "Use the same location" option too.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-08-10, 19:33:39
If I use the "Convert Proxies" option from the Corona Converer v1.26, the VRay proxies are not converted. No error messages etc, just nothing happens, whether I set to use a new output path or not.
Well, that's actually better than I thought :D
I have never used relative paths in max - there are plenty of issues with them and I learned early on when I joined the company to not use them. That's probably the reason why I never tested it when I wrote the script. I'm not sure if I can make it work with relative paths (never tried it). It's the first time I hear of this issue so I assume not many people are using relative paths? =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: TomG on 2016-08-10, 19:49:27
Very wise of them not to use it! I can recommend against it :) Threw me for a while til I tracked it down, in this case it was someone else's V-Ray file so took a bit to figure out what was happening.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-08-10, 21:13:08
I don't want to start off-topic here, but can't not to ask - what's wrong with relative paths?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: TomG on 2016-08-10, 22:24:44
Other than making the converter have a hard time? ;)

I like the absolute paths for a couple of reasons, e.g. if I move the Max scene to a different location, or if I use DR, then I don't have to think twice. Not a dealbreaker, but it does help with managing things (for my workflow at least).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-08-11, 17:10:05
For me it's the network management. With relative paths, I would have to configure 3dsMax file paths on each PC on network (there is export/import of the list, but it never worked 100perc ). I want to keep 3dsMax setup untouched for DR, scenes have to work on any PC.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: adamadam on 2016-08-18, 12:21:54
Hey Mr. Clown,

New Autodesk material error message - I've uploaded file here:

https://www.wetransfer.com/downloads/f409ac9de59f8066e26d7f030f2dcd7b20160818101940/322973

Thanks,
Adam
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2016-08-24, 19:11:38
Code: [Select]
>>> SCENE Info: <<<
Corona version: 1.5 DailyBuild Aug 23 2016, build timestamp: Aug 23 2016 21:21:15
Converter version: 1.27
Installed Vray plugins: V_Ray_RT_3_40_02  V_Ray_3_40_02 
# Material conversion took 13.0 seconds
# Iterations: 1558, converted: 1567
# Map conversion took 3.208 seconds
# Iterations: 2259, converted: 68
# Light conversion took 13.866 seconds
# Iterations: 872

Error occured in VRayDirt : Map #1486:VRayDirt
-- Unknown property: "invert" in Map #1486:CoronaAO
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-08-25, 17:12:35
Same here.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-08-27, 11:41:59
New Autodesk material error message - I've uploaded file here:

https://www.wetransfer.com/downloads/f409ac9de59f8066e26d7f030f2dcd7b20160818101940/322973
Sorry, I didn't manage to get to it until today but now the file is gone already :( Can you re-upload it?

Same here.
On it. :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-09-01, 02:37:35
Same as Dubcat. Must be the new inside and outside option in Coronas AO map.

Code: [Select]
>>> SCENE Info: <<<
Corona version: 1.5 DailyBuild Aug 25 2016, build timestamp: Aug 25 2016 21:31:47
Converter version: 1.27
Installed Vray plugins: V_Ray_RT_3_20_03  V_Ray_Adv_3_20_03 
# Material conversion took 0.006 seconds
# Iterations: 0, converted: 0
# Map conversion took 0.009 seconds
# Iterations: 2, converted: 0
# Light conversion took 0.001 seconds
# Iterations: 0

Error occured in VRayDirt : Map #4240:VRayDirt
-- Unknown property: "invert" in Map #4240:CoronaAO

Error occured in VRayDirt : Map #4240:VRayDirt
-- Unknown property: "invert" in Map #4240:CoronaAO
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-01, 09:54:14
Yep, fixed this one already :) New release was just postponed while I tried to find a way to convert old <1.5 scenes to the new glossiness, so changing conversion curves and so on - but this seems to be a big problem. In part because I'm stupid and also because you cannot access the ouput curves via maxscript directly =(
I fear I'll have to release it without the new tool.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dubcat on 2016-09-01, 11:31:53
We need a CoronaLUT map. You could just bundle my 1.4>1.5 LUT and the problem is solved.

Everyone go and bump that request thread !
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-01, 11:54:16
The problem is not adding another conversion (that could be done the same way as before) but removing the old ones first. I have to find out which conversion curve has been used (ggx or blinn) and then replace it by a new one. Problem is: I can't say which on is which since I have no way to access the curve via maxscript... I can only copy the curve into a special separate curve control element and access it then (which is potentially very slow).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-09-01, 12:07:43
I see.. you've done a great job to get the curves to work so far but this is a new hurdle I'm sure you'll find a fix for. :)

Could you release a hotfix for the script in the meantime minus the glossy curve fix?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-01, 12:11:22
Sure, here's the version with the dirt fix :)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.28 - [2016/09/01]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: faridabdulov on 2016-09-05, 16:08:58
Corona Converter has crashed. Here is the report.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-05, 17:08:39
The fixed version is right above your post ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sina212 on 2016-09-17, 17:44:39
>>> SCENE Info: <<<
Corona version: 1.5 DailyBuild Sep 16 2016, build timestamp: Sep 16 2016 17:22:53
Converter version: 1.26
Installed Vray plugins: V_Ray_RT_3_40_02  V_Ray_Edu_3_40_02 
# Material conversion took 0.235 seconds
# Iterations: 1, converted: 1
# Map conversion took 0.647 seconds
# Iterations: 209, converted: 0
# Light conversion took 0.059 seconds
# Iterations: 2

Error occured in VRayDirt : Map #267344:VRayDirt
-- Unknown property: "invert" in Map #267344:CoronaAO

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-09-17, 18:04:17
Look a few posts up - 1.28 already addressed that problem
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: 3dwannab on 2016-09-24, 14:27:18
Since the last daily convert bitmap to Corona bitmap doesn't work.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-24, 19:51:39
Thanks for the pointer :) I've planned to do some fixings and additions tomorrow
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-25, 20:10:24
Well it was a bit less than I thought but here it is

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.29 - [2016/09/25]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 11:42:52
Well it was a bit less than I thought but here it is

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.29 - [2016/09/25]
  • added button for changing the PBR Mode in all CoronaMtls
  • fixed CoronaBitmap conversion for new maxscript property name

Does it only switch the PBR checkbox alone ? Or does it involve some conversion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-26, 11:53:33
Only the checkbox. I tried to come up with a solution on how to replace the old glossiness conversion curves with new ones but I was unsuccessful =/ (Actually the problem is how to determine what kind of curve it is, not the replacement itself)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 11:58:04
Only the checkbox. I tried to come up with a solution on how to replace the old glossiness conversion curves with new ones but I was unsuccessful =/ (Actually the problem is how to determine what kind of curve it is, not the replacement itself)

I would be perfectly happy if it didn't care for what curve it was, I don't have single material where I used curve output in this way other the one you use in converter.

Would you be willing to do such brute-force side-script ?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-26, 12:05:16
Well, that's exactly the problem. I'm mostly talking about my own curves. There are different ones for Blinn and GGX (+ older versions of these). I simply can't determine what kind of curve it is (at least not without making a very ugly workaround which will be slow as f***, thanks to some maxscript limitations). So I'd have to replace all output curves blindly - and nobody would want me to do that, myself included.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 12:06:42
I would. Would you be willing to just write such code ? I'll gladly pay.

I don't care what mistakes it will do. Major materials I convert myself. The rest I just want for piece of mind.

Although there would still need to be some way to decide how to add back reflectivity, blindly setting IOR would bypass metals and mats where curve way used instead of IOR, like whole designconnected crap.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-09-26, 12:11:45
I can do a "custom solution" if I know what kind of curves/materials you have in your scene. Unfortunately I cannot start until at least the end of the week (Sunday probably). We have a deadline coming and I can't spare any time for anything else right now.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 12:13:46
I can do a "custom solution" if I know what kind of curves/materials you have in your scene. Unfortunately I cannot start until at least the end of the week (Sunday probably). We have a deadline coming and I can't spare any time for anything else right now.

Sure anytime, next month, whatever, no hurry whatsoever :- ).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Nik on 2016-09-26, 18:08:25
Juraj_Talcik
Hi. I'm not sure that my Corona PBR Glossy Converter (https://corona-renderer.com/forum/index.php/topic,12999.0.html) is exactly what you need, but did you saw it?
It converts glossy values (not maps) from 1.4 to 1.5 and reverse. Bruteforce or based on PBR state.

LUT is from Dubcat's post, and it's very precise. I converted my metal shaders library and difference in glossy was very small between 1.4 and 1.5
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 19:14:54
Juraj_Talcik
Hi. I'm not sure that my Corona PBR Glossy Converter (https://corona-renderer.com/forum/index.php/topic,12999.0.html) is exactly what you need, but did you saw it?
It converts glossy values (not maps) from 1.4 to 1.5 and reverse. Bruteforce or based on PBR state.

LUT is from Dubcat's post, and it's very precise. I converted my metal shaders library and difference in glossy was very small between 1.4 and 1.5

Hi,

no I didn't. Care to link ?

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-09-26, 19:32:02
The Converter name is a link :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Juraj Talcik on 2016-09-26, 20:51:02
The Converter name is a link :)

Ah, thanks :- ) Was browsing in black themed Edge and it hides such stuff.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: noctixz on 2016-10-05, 00:06:37
Hey guys,

I'm new to the forum, but I have some questions about the corona converter that I need help with.

I've used the converter before, a few months back, but recently after coming back from summer vacation I tried using the converter again for a new project I was working on but the converter window just doesn't come up. Some times I see it pop up but instant closes by itself.
I have the 2016 3DS corona 1.4 and the converter is 1.26. Can anyone help me out with figuring this thing out? I really need to use the converter.

Thanks guys
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2016-10-05, 16:10:45
Is this also happening if you just drag and drop the .ms file into your viewport? By default it is in \3ds Max 20xx\scripts\CoronaRenderer
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-10-05, 16:48:06
You can try deleting this ini file here:
Quote
C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\en-US\plugcfg\CoronaConverter.ini
It will reset all converter settings to default, including the position where it opens. Let me know if it helped :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: frank on 2016-10-12, 17:10:54
Hello,
I'm new in this forum but I use Corona since 2 years.
I use Corona Converter and it's great. But, do you know if it's possible to convert Corona materials to standard materials ?
I create all my scènes with Corona but sometimes, I have to export to Unity. And so, I've to convert all materials in standard.
How do you process ?
Thank you.
Frank
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-10-12, 17:43:00
Hi Frank. I'm in the same boat (working with Unity). Deadclowns converter can't convert Corona materials to standard materials, but there is a commercial converter called UMC (Universal Material Converter) that can do this. So far that's the only converter I have found that can do this. It works well, but it's not free - but not too expensive either.

Hope it helps
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: frank on 2016-10-12, 21:23:53
Ok, thanks a lot. I'm going to try it asap.
Have a nice day.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: kylane on 2016-10-14, 05:02:11
Guys, do I need to have vray installed to open and convert the models (evermotion librarys) to corona?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: antanas on 2016-10-14, 05:06:32
Yep, but even the demo will suffice.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: TomEnokR on 2016-10-17, 21:16:55
Hello, and thanks for the wonderful conversion tool.

I did a straight conversion from a V-ray file to Corona using your utility and did a straight render.

As you can see, there are two glaring differences. First, the semi-transparent curtains in the background aren't rendering properly.

Second, the ceiling lights are not cascading onto the walls, and materials like the satin bed cover are not reflecting (gleaming?) the shimmer of the light.

Can you suggest changes I need to make to these after conversion that will bring the image closer to the V-Ray render?

Thanks, and what a great tool.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-10-19, 01:42:25
Sorry for the late reply.
Can't say what is happening with the curtains (and the lamp shades in the middle) without having the scene but the ceiling lights and some other ones look simply too dark too me. Turning up the intensities should probably be good enough.
If you can send me the curtains and/or lampshade material (with the original vray shaders!) I can have a look and see if I can improve the conversion :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: quizzy on 2016-10-19, 10:16:59
Iray material: I've written a conversion for iray to corona, and integrated it in Martin's script. I've emailed Martin the script so he can integrate it in the official release.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ler01 on 2016-10-21, 10:42:51
I think when vraedgestex map is in bump slot it should be converted as coronaRoundEdges
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-10-24, 23:20:43
Tried to convert my old Mental Ray scene to Corona and got following error message:

Code: [Select]
>>> SCENE Info: <<<
Corona version: 1.5 (hotfix 1), build timestamp: Oct 19 2016 13:16:54
Converter version: 1.29
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_40_02  V_Ray_DEMO_3_40_02 
# Material conversion took 0.096 seconds
# Iterations: 34, converted: 34
# Map conversion took 0.021 seconds
# Iterations: 14, converted: 0
# Light conversion took 0.003 seconds
# Iterations: 0

Error occured in Ambient_Reflective_Occlusion__3dsmax : Map #14:Ambient/Reflective Occlusion
-- Unknown property: "invert" in Map #14:CoronaAO

Error occured in Ambient_Reflective_Occlusion__3dsmax : Map #38:Ambient/Reflective Occlusion
-- Unknown property: "invert" in Map #38:CoronaAO

Error occured in Ambient_Reflective_Occlusion__3dsmax : Map #39:Ambient/Reflective Occlusion
-- Unknown property: "invert" in Map #39:CoronaAO

Materials are A&D. Tell me if you need them to inspect.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-10-27, 11:03:08
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.30 - [2016/10/27]

Thanks goes to Michiel Quist for the iray_Material conversion! (I haven't tested it though).
@ler01: Unfortunately I cannot track which in which slot the map is used atm - so this is not possible right now, sorry.
@romullus: Fixed :)
I've also updated the maxscript documentation
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2016-10-27, 11:32:24
Thank you! I still have lots of MR scenes, so this fix will be handy indeed.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-10-28, 10:02:44
Btw, I made a Corona 1.4 to 1.5 PBR converter (supporting glossiness maps and values), in case someone missed it
https://corona-renderer.com/forum/index.php/topic,12547.msg87402.html#msg87402 (https://corona-renderer.com/forum/index.php/topic,12547.msg87402.html#msg87402)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dionysios.TS on 2016-10-28, 15:59:31
Iray material: I've written a conversion for iray to corona, and integrated it in Martin's script. I've emailed Martin the script so he can integrate it in the official release.

Fantastic! Is the Iray Material compatible with this operation?

Thanks,

Dionysios -
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: weem on 2016-10-30, 17:36:38
Is there a way to use CoronaConverter (Vray Material -> Corona Material) without the use and installation of VrayPlugin. There are a lot of Models out there with VrayMaterial assigned.
It would be nice to implement that in the next version of the script.

thx for help!   
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-10-30, 17:43:47
No. You'll need to have Vray installed to convert Vray materials. BUT it does work with the free Vray demo installed - even after it has expired.

Hope it helps
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: danielhagene on 2016-10-31, 15:53:49
Corona told me to post this
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-10-31, 15:55:27
@danielhagene: Please update to the latest CoronaConverter version v1.30 , it's already fixed there :)

Iray material: I've written a conversion for iray to corona, and integrated it in Martin's script. I've emailed Martin the script so he can integrate it in the official release.
Fantastic! Is the Iray Material compatible with this operation?
Sorry I don't really understand the question
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ler01 on 2016-11-03, 10:27:49
@DeadClown ok. So maybe it would be more useful to make an option to convert all vrayedgetex to coronaroundedges. Because I think in vray varyedgestex is more often used in bump slot than in other, or it's just me)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: quizzy on 2016-11-07, 11:42:54
Heya Dennis ;-)

Iray material is compatible. Thats basically the one I wrote. So in many cases it will generate a CoronaLayeredMaterial cause of the layering  in the IrayMaterial. Flakes are not supported, and the iray matte environment as well...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Dionysios.TS on 2016-11-07, 13:35:57
Heya Dennis ;-)

Iray material is compatible. Thats basically the one I wrote. So in many cases it will generate a CoronaLayeredMaterial cause of the layering  in the IrayMaterial. Flakes are not supported, and the iray matte environment as well...

Great! :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-11-07, 16:10:38
Uhm... It might be that I forgot to implement the actual function call for the iray_material conversion. But can't have been such a problem since nobody complained about it ;)

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.31 - [2016/11/07]


@DeadClown ok. So maybe it would be more useful to make an option to convert all vrayedgetex to coronaroundedges. Because I think in vray varyedgestex is more often used in bump slot than in other, or it's just me)
I'll check that!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: egyptianblue on 2016-11-24, 16:34:22
Hi,

I was asked to post this onto this forum from the Converter plugin from 3DS Max, assuming it's your way to figure any problems users run into, which is great idea.

I've attached the error report to this email in Txt format.

Thanks,
EB.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Yehat on 2016-11-28, 12:57:43
Conversion of proxy objects is not working.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-11-28, 14:11:44
I was asked to post this onto this forum from the Converter plugin from 3DS Max, assuming it's your way to figure any problems users run into, which is great idea.

I've attached the error report to this email in Txt format.
Thanks for your report :) I'll look into it.

Conversion of proxy objects is not working.
I can't do anything with that amount of information. What exactly isn't working? Any error messages? Max version? Corona version? Vray version?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Tannerjohnso1 on 2016-11-29, 17:25:51
I never went through all 67 pages but is it possible to add the capability to convert mental ray's photometric lights to corona lights?  Many of my models and scenes are originally mental ray-based and it would be great if the converter could convert those lights too.

Thanks,
Tanner
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2016-12-02, 16:39:30
I was asked to post this onto this forum from the Converter plugin from 3DS Max, assuming it's your way to figure any problems users run into, which is great idea.
Hm, I'm unable to reproduce this problem. Can you send me a maxfile with one of those photometric lights?

I never went through all 67 pages but is it possible to add the capability to convert mental ray's photometric lights to corona lights?  Many of my models and scenes are originally mental ray-based and it would be great if the converter could convert those lights too.
At the moment, the converter does convert the shadow type of those lights. So they should at least render. But I realized that the shape itself is not represented sufficiently. No idea why I didn't do it earlier but I will put it on the todo list. I will convert all photometric lights which have a light shape that can be converted to Corona lights. Thanks for the pointer! :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2016-12-06, 13:32:00
Hi DeadClown. Got this ErrorReport when trying to convert some Vray materials.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-01-20, 10:19:58
Sorry for the very late reply Proh. It got lost during the christmas madness =/
If you still remember, are those maps existing at this path or have those been linked to an invalid path?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2017-01-20, 17:26:16
Hi. Well I forgot all about myself, so can't give an answer. Can't even remember what file I was converting :(

I'll let you know if I'm having this error again.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-24, 22:52:44
Warning about autodesk materials pops up with every native max material, even with standard one. Is this intentional? Converter version 1.31
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-01-24, 22:55:41
Definitely not intentional, but this is also the first time I hear of it. I haven't changed anything in the adesk materials mechanics for years. Does it still happen if you save the scene? Have you been importing stuff (objs, fbx, maybe merge) ? Which max version is it?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-24, 23:32:07
Yes, it still happens if i save scene. I get it even on brand new scene with freshly created box, and standard material assigned. No imported / merged objects involved. Max 2016 SP3.

Fun fact: if after conversion to Corona, i change renderer back to scanline, reassign standard material and click on start conversion again, then i don't get any warnings, but if i reset max session, create box anew, then warning message reappears on conversion.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-01-24, 23:33:50
Can you save me this blank reset scene as is so I can have a look?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-25, 10:48:30
Sure. I converted scene from scanline to Corona, got warning message, reseted scene, changed renderer back to scanline and saved that blank scene. Tell me if that's not that you wanted.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-01-25, 18:46:20
You have some Autodesk materials in your compact material editor, see the screenshot below. You must have accidentally saved that into your maxstart.max file.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-25, 18:50:41
Oh crap, i knew that it was a bad idea to try to get used to maxstart file :] Will delete it immediately.

Sorry for troubles.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-01-25, 18:51:33
No problem :) And using a custom maxstart is a good idea imho, been using one for many years now :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-25, 18:57:52
Dunno, it doesn't save options that i would like to keep and saves others that i would like not to keep. It was second time when i decided to give it a chance. Don't know if there will be a third one :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2017-01-26, 15:27:40
Dunno, it doesn't save options that i would like to keep and saves others that i would like not to keep. It was second time when i decided to give it a chance. Don't know if there will be a third one :]
You will return to it anyway. That's how relationship with 3ds Max works.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-01-26, 15:37:07
I just will pretend that i have no idea what you're talking about.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2017-02-10, 02:38:56
I get this error. I hope the attached file can help you.
Regards!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-02-10, 09:44:56
Thanks for the report! Does this hdr file in the error message exist on your hdd?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Alexp on 2017-02-11, 13:44:55
Thanks for the report! Does this hdr file in the error message exist on your hdd?

No, I dont.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-03-07, 21:13:07
Just reminder before 1.6 release - converter does not convert Vray triplanar to Corona triplanar.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-03-09, 16:50:47
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.32 - [2017/03/09]

There are still a bunch of other things on my todo list, will hopefully be done soon.

Just reminder before 1.6 release - converter does not convert Vray triplanar to Corona triplanar.
Thanks for the pointer! would have missed it :)

I get this error. I hope the attached file can help you.
I was not able to reproduce that one. Maybe the referenced file was corrupted.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-03-12, 11:09:52
Thanks for triplanar, here's another bug for you ;] Arch&Design material's bump strength converts wrong if normal map node is plugged. Default 0,3 value converts to 1,05 and 1 converts to 3,5. Should be 0,3 -> 0,3 and 1 -> 1 Vray and standart materials converts correctly.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-03-15, 10:59:14
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.33 - [2017/03/15]

Thanks again romullus. No idea why but there was still a multiplier in the Arch&Design function.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mazer on 2017-03-20, 06:49:42
Hi,

I am trying to create a batch script from the CoronaConverter help file (http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html)

I have most things I need just 1 issue I was hoping to resolve;
< CoronaProxyConverter >.convertProxies() [location:< string >] [overwrite:< Boolean >]

I want to export to the current location the vray proxy - and suppress any dialogue box/warning. Currently when I do this I have to click Yes every time - I want this to be Yes automatically.

I have:
CoronaConverterSuppressGui = true
CoronaProxyConverter.convertProxies() true

But this does not work :S It still requires a response. Any help would be greatly appreciated thanks

edit:
small success, no cigar...

I want to supress this dialogue...
---------------------------
Corona Proxy Export
---------------------------
One or more CoronaProxy files do already exist on Disk, do you want to overwrite them?

(If you press "No", the existing files will be used for the generated Proxies)
---------------------------
Yes No
---------------------------

This is what the maxscript tells me...
CoronaProxyConverter.convertProxies() "overwrite:true"
Generated CoronaProxy: X:\Proxies\AG11_4.cgeo
(interval 0f 100f)
"overwrite:true"

It looks all blue and no errors woo! but still get the dialogue box that I have to confirm every time :S




Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-03-20, 09:55:28
You are not using the CoronaProxyConverter.convertProxies() function call correctly.

In your case you need to write it like this:
Code: [Select]
CoronaProxyConverter.convertProxies overwrite:true
In your example the () are actually calling the function without supplying any parameters. The "true" argument is not part of the function call that way. Also, since it's the second optional argument (you omit the first) you have to specify which optional argument it is by adding the "overwrite:" before true.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mazer on 2017-03-22, 00:36:48
thank you!

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mazer on 2017-03-30, 00:01:39
Could I clarify a few more things?

These were the other variables I had in my script, I want to know how to call these correctly as I still get some errors;

Code: [Select]
CoronaConverter.convertScene() true
CoronaConverter.converterTools.fixCoronaNormalGamma() true
CoronaProxyConverter.convertProxies overwrite:false
CoronaConverter.converterTools.DisableDisplacementTex() true
CoronaConverter.converterTools.fixOpacityMapsUsingMonoChannel() true
CoronaConverter.converterTools.convertVrayDisplacementMods() true

I would like to know where I can view the references for each command - I cant find these on the wiki (for future modification) such as; overwrite:false - what more options do I have other than overwrite?

thank you for your time!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-03-30, 00:32:22
You miss some basic maxscript understanding unfortunately.
The examples in your code are not variables, those are function calls. Most of them do not have any parameters and are just called by "theFunction()". If a function does have a paramater you call them by appending the parameter behind the function name, without the (). I can't explain it in detail here. Please refer to the maxscript basics in the 3dsmax maxscript documentation for that.

There is only the documentation here: http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html (http://www.racoon-artworks.de/CoronaConverter/mxsDocumentation.html). All paramaters are explained there.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mazer on 2017-03-30, 00:52:04
Thank you for clarifying - yes I have some work to do regarding the basics :)

Cheers for pointing me in the right direction, ill continue working my way through, much appreciated!

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2017-04-04, 10:27:35
I'm sure this has been discussed already so sorry for not reading through the entire thread. Is there any way of converting a vrayskinmtl to corona?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-04-04, 13:48:18
Since there is no dedicated skin shader in corona yet I seem to not have made a conversion for it (I sometimes forget what I have done or not done already ;) ). I also don't think it's feasible to do it in a useful way currently.
The only way to convert - or rather replace - those skin shaders right now is to use the "convert by class" tool in the converter. But this is most likely not what you want since it only creates a default CoronaMtl that replaces the SkinMtls.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2017-04-04, 15:40:32
I'm sure this has been discussed already so sorry for not reading through the entire thread. Is there any way of converting a vrayskinmtl to corona?
currently the best solution for conversion is to post on the forum saying "it cannot be done, corona sucks" and attaching a scene. Somebody (rawalanche) will pick up the scene and do it to prove you wrong ;).

Stay tuned for proper skin shader though
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: peterguthrie on 2017-04-04, 17:40:07
thanks guys.... :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: fraymond3d on 2017-04-11, 17:43:32
Someone...?

Max crash everytime I convert some models... (trees from evermotion)
Converter verison:coronaConverter_v1.33_dailyBuilds


>>> SCENE Info: <<<
Corona version: 1.6 DailyBuild Apr  7 2017, build timestamp: Apr  7 2017 20:59:54
Converter version: 1.33
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_20_03  V_Ray_Adv_3_20_03 
# Material conversion took 0.033 seconds
# Iterations: 1, converted: 2

Error occured in VRayNormalMap : Map #2631:VRayNormalMap
-- Unknown property: "flip_red" in Map #2631:VRayNormalMap

Error occured in VRayNormalMap : Map #2621:VRayNormalMap
-- Unknown property: "flip_red" in Map #2621:VRayNormalMap


Thanks

Frank Raymond
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-04-11, 19:44:12
Thanks for the report. I've fixed it. I would recommend to update to a new vray version however ;)

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.34 - [2017/04/11]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Nik on 2017-04-12, 11:05:37
Bug.
Converter always resets area shadows in FreeSpots.

Lines 3243,3244

Maybe something like this:
Code: [Select]
if (classof origLight.shadowgenerator != CoronaShadows) then (
origLight.shadowgenerator = crnShd
if useAS != undefined do origLight.areaShadows = useAS
if asRad != undefined do origLight.areaRadius = asRad
)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-04-23, 22:14:19
Mental Ray Multi/Sub-Map converts to CoronaMultiMap wrongly. Slot 1 is lost and its place is taken by default/out of range slot. I see two possible solutions: A. (preferable) all slots retains their positions and out of range slot is omitted or B. out of range slot is placed in CoronaMultiMap's first slot and all other slots are shifted by one position.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-04-29, 11:40:41
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.35 - [2017/04/29]

@Nik: Good find. It's fixed now :)
@Romullus: Thanks for the pointer. I did both options, that made more sense to me. If it is in ObjectID mode, the default color will be set slot 0, the others follow after that. If it is in material ID mode (since there is no material ID 0), the Default color is omitted and the slots are mapped 1:1. Hope that's correct now :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Michal Karmazín on 2017-05-08, 16:17:29
Hi,

Would it be possible to add an option for the VRayMultiSubTex > CoronaMultiMap conversion? As I can see, it has been eliminated a time ago - "removed VrayMultiSubTex conversion (works with corona now)".

Best regards,
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-05-15, 21:47:05
FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.36 - [2017/05/15]

@Michal Karmazín:
Yes, definitely! I was actually surprised that it's not in there anymore :D Must have been a time when Corona didn't have similar options in the map. Will add it hopefully soon :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: boston.george on 2017-05-23, 20:51:12
Stupid question: I've to install vray to convert vray materials?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-05-23, 20:52:19
Yes. But the demo of vray will do :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2017-06-13, 16:00:57
I'll just post the link to some Vray SSS conversion problems here to make sure it reaches DeadClown:
https://corona-renderer.com/forum/index.php/topic,16433.0/topicseen.html
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-06-29, 20:09:51
Sorry guys, I currently must delay all updates and new features for a while. I will probably not have time to do anything until September - unless it's some important bug fix. That also means I will probably not update the SSS conversion before the new Corona Skin Material is released (Hopefully I'm available again at that date and be able support the new Skin Material properly).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Bzuco on 2017-07-02, 21:29:38
Hi

I noticed some delay when I press Legacy mode and PBR mode ON button. Tested 1.36 version in video but same issue also in 1.35(not in video). Corona 1.6.1, max2014.
In some older version of this script and older corona ver. everything was super fast.
Could you guys confirm this, or it is just problem on my PC? :)

video link http://images.bzucko.sk/coronaConverterDelay.mp4 (http://images.bzucko.sk/coronaConverterDelay.mp4)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-07-03, 21:43:01
That is indeed painfully slow. But the function itself is extremely simple - so I'm pretty sure I didn't mess up something (also, it doesn't happen here). I blame max for it but I'm quite impressed non the less.

You can try one thing though:
Close max and rename the folder  "C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU" to something else temporarily. If you start max it will create a new, fresh one and everything will be back to defaults. If it's fast then it's the usual max fuckup and something in the ENU folder is corrupted - if not, just close max, delete the new enu folder and restore the old renamed one.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Nik on 2017-07-03, 23:53:25
Corona latest daily, converter 1.36, max2016, ~600 objects in "selection" mode, these functions are fast as possible.

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Bzuco on 2017-07-04, 12:09:41
I figure out where is the problem.
My scene contains many cProxy objects (bed, lamps, wash basin, stool, ...). After removing these objects, those two buttons works without delay. Even one cProxy objects causes some delay. More proxy objs. - more delay.
Probably I will never press these buttons again, because legacy is disabled automatically after conversion and PBR is ON. (As I remember it was necessary in older version converter/corona).
But still good to know what caused this issue :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Fred.M on 2017-07-20, 19:39:36
Hi,

Maybe I missed something, but is there a script to convert corona mats to standard Max mats ?

Thanks !
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: lilyD on 2017-07-21, 09:55:39
Hi, if I can ask for features I add this,
It would just be useful to convert .mat files

Thanks !
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: dangeruss on 2017-08-11, 01:10:08
Is this working under MAX 2018 with Corona 1.61?  Just updated MAX and I'm already needing to convert a scene.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Noah45 on 2017-08-11, 04:34:45
Yes, Convertor works on Max 18 nuts.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: gd3design on 2017-08-20, 19:32:47
Hello,
  I've just started messing with Corona using the trial demo....and very impressed so far.  Your scene converter did an awesome job converting my vray scene....almost to where I could just hit the render button.   Seems like the biggest problem was with VrayDirt maps and bitmaps.  Unknown properties - 'uvwangle' in bitmaps, and 'invert' in VrayDirt maps.  Vray light portals didn't translate well either...but that wasn't too big of a deal to just make new rec lights since this was a small scene, but for a larger project it would be great if they'd convert automatically.  Fixing all the AOmaps in all shaders is a pretty time consuming job in even a small scene, tho.  Error report is attached.  Please let me know if you have any advice on how I can get a better conversion.  Thanks so much!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-08-20, 19:37:44
Your converter version is really old. Current version should be 1.35 for Corona 1.6 (or 1.36 for daily builds). Link can be found in the very first post. The issues you describe here should be fixed :) Well.. apart from Vray light portals maybe, what's wrong with the conversion there?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: gd3design on 2017-08-20, 19:53:56
Sorry, I should have figured it would be something simple like that....  I just checked in '...Scripts/CoronaRender/' folder and 'coronaConverter_v1.36.ms' was already in there...but the 1.27 version was running for some reason.  I'll go ahead and give the original scene a shot with the latest converter and see if that takes care of the portal problems too.  It seemed pretty strange...like it deleted 4 of the six vray plane lights, and the 2 remaining where converted to spheres or spots...(new to corona..they were round, tho) :)

Thanks for you help and a priceless script!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-08-20, 20:25:39
like it deleted 4 of the six vray plane lights, and the 2 remaining where converted to spheres or spots...(new to corona..they were round, tho) :)
Well, portals in corona are a bit different than in Vray. Those 4 lights are probably converted to planes with a corona portal material applied to it. I'd guess the remaining two lights were not set to portal mode, and just got converted to corona lights... however it's strange that those were converted to spheres then...
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mukultheleo on 2017-08-22, 09:04:24
Hello guys please help me out. my corona convertor is not working. window appears but when i hit the button then nothing happen.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cecofuli on 2017-09-20, 01:14:38
(*) Is it possible to convert VRayDome? It seems not possible.

(*) VRayHDRI Overall Mult isn't recognized well by the Converter. I mean, if I put VRayHDRI in the Environment, with and HDRI as a light source and I change the Overall Mutl=3, when I convert the scene, I have the VRayHDRI conveted in a Bitmpap with Output amount=3, but the light isn't enough. The other light is ok. (look at the attachment pictures)
If I want to have the same result, I need to change Bitmap Output amount=21

(*) If I have converted already a VRayHDRI into Bitmap with the converter, but I want to run again the script (with convert vrayHDRI option on), every time I click the STAT CONVERSION button, the Output Amount grow up!!! It's weird =)


EDIT: I understood the problem about Bitmap Output amount. When the script try to convert the VRayHDRI in Bitmap, the HDRI was loaded with White balance= 3.1 (maybe because my old settings). If I change manually the HDRI white balance to 0, everything is ok,




Thank you.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: mahmoudkeshta on 2017-09-22, 04:50:14
Hi,
If possible could you add a converter from physical cam to the new corona cam ?

Thanks
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-09-22, 09:21:05
(*) Is it possible to convert VRayDome? It seems not possible.
I can just put the dome map into the environment slot, if that's what you're after =)

(*) VRayHDRI Overall Mult isn't recognized well by the Converter. I mean, if I put VRayHDRI in the Environment, with and HDRI as a light source and I change the Overall Mutl=3, when I convert the scene, I have the VRayHDRI conveted in a Bitmpap with Output amount=3, but the light isn't enough. The other light is ok. (look at the attachment pictures)
If I want to have the same result, I need to change Bitmap Output amount=21

EDIT: I understood the problem about Bitmap Output amount. When the script try to convert the VRayHDRI in Bitmap, the HDRI was loaded with White balance= 3.1 (maybe because my old settings). If I change manually the HDRI white balance to 0, everything is ok,
That sounds pretty odd. White balance affecting brightness? Let me know if you encounter this behavior again.

(*) If I have converted already a VRayHDRI into Bitmap with the converter, but I want to run again the script (with convert vrayHDRI option on), every time I click the STAT CONVERSION button, the Output Amount grow up!!! It's weird =)
The converter should ignore bitmaps completely, not matter where it came from (a vrayHdri in your case). Can you save me a max file containing the specific bitmap?

If possible could you add a converter from physical cam to the new corona cam ?
Yes, it's on the list. It will rather be a separate script however.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-09-22, 17:47:09
Ok guys, I need a bit of feedback.
I did the first version of VraySkinMtl and VrayFastSSS2 conversions. Both are rather ... "experimental".. to put it this way. Since the shaders are really different I cannot guarantee a matching result - or a close one. It depends on what features the original shader uses. Some conversions are pretty close, others are not. Especially VraySkinMtl conversions tend to differ due to the fact that CoronaSkinMtl needs an Overall Color, which does not exist in the VraySkinMtl. If you have any feedback, ideas, test cases I can use... please let me know :)

P.S.: Currently, the radius of the Corona SSS seems to be off (in my scenes). If you multiply the radius by 2.54 it's way closer. It may be a mismatch of system units - I use centimeters instead of inches. Please let me know if you notice the same.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.37 - [2017/09/22]

The VrayALSurfaceMtl is also on the Todo list and should go rather smootly due to it's similarity to the CoronaSkinMtl. It's just a lot of values and map slots to hook up.

I also had a look at conversion of VrayMultiSubTex to CoronaMultiMap but ran into an issue. Vray has configurable IDs, Corona has not. So if you use ID 100 in Vray, you will create a corona map with 100 slots... technically. Since Corona will only display 25 Ids you are basically stuck with Ids 1 to 25, which is not much, and the rest is only accessible via maxscript. So, if I convert this map the average user will never be able able to access their maps. I use higher Ids all the time and hence a conversion doesn't make sense to me - that's why I will skip it. If someone has additional feedback, please let me know.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: denisgo22 on 2017-09-22, 17:59:04
very necessary!!!
Converting Vray MultiMap to Corona MultiTexture would be very useful, instead of redoing all 25 maps by hand:))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cecofuli on 2017-09-22, 18:00:49
Ok, I think to add Dome texture (with multiplier, etc... ) to Environment is a good idea ;-)

Sorry, not White balance, but White point!
I mean: when in 3ds max you need to load a HDRI and you change the HDRI white point  (for example, to 3.0) 3ds max will remember this input.
So, if you open another VRay scene and you will convert VRayHDRI to Bitmap, everything will be ok, except that the White point of this Bitmap will remain 3.0.

Oh, another button. If, with the script, we are able to disable all CoronaMap displacement (Disable displacement map button) we should be able to do the opposite =) 

(http://www.francescolegrenzi.com/Temp/Corona/0210_Whiite_Point.jpg)

Also, a bug with Output Amount. Look at the video

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-09-22, 18:25:51
Converting Vray MultiMap to Corona MultiTexture would be very useful, instead of redoing all 25 maps by hand:))
So far so good, but this doesn't solve the problem I talked about.

Ok, I think to add Dome texture (with multiplier, etc... ) to Environment is a good idea ;-)
Ok, I'll look into it :)

Sorry, not White balance, but White point!
I mean: when in 3ds max you need to load a HDRI and you change the HDRI white point  (for example, to 3.0) 3ds max will remember this input.
So, if you open another VRay scene and you will convert VRayHDRI to Bitmap, everything will be ok, except that the White point of this Bitmap will remain 3.0.

I think I haven't completely understood what happens but I will try it out. I'm not sure however if I have direct access to one specific bitmap's file type settings. I can change global settings (the current "default" hdri load settings) but I don't know if I can read them from nodes already created. Will investigate.
[Edit] Ok, found the problem. It loads bitmaps with the current global settings for this file type. This will actually also happen every time with bitmap <-> coronaBitmap conversions. ... which is worrying... But nobody complained in the last 5 years so it can't be so bad :D . I will have to try to find a fix, but I'm not very positive that I can fix it.
 
Oh, another button. If, with the script, we are able to disable all CoronaMap displacement (Disable displacement map button) we should be able to do the opposite =) 

How do I know which ones were off before you pressed the "disable all" button? I can only turn on all of them - which I don't know is a good idea. I would have to track the states of all the displacements somewhere in the scene.

Also, a bug with Output Amount. Look at the video
Ok, even though I think I know why it happens I cannot reproduce it here. Which max version are you using? I can add you on skype and send a blind fix for you to test if you want :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: cecofuli on 2017-09-22, 18:49:47
3ds max 2015.
sure you can. you can find me as "Francesco Fuli" =)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: denisgo22 on 2017-09-22, 19:23:55
Ok guys, I need a bit of feedback.
I did the first version of VraySkinMtl and VrayFastSSS2 conversions. Both are rather ... "experimental".. to put it this way. Since the shaders are really different I cannot guarantee a matching result - or a close one. It depends on what features the original shader uses. Some conversions are pretty close, others are not. Especially VraySkinMtl conversions tend to differ due to the fact that CoronaSkinMtl needs an Overall Color, which does not exist in the VraySkinMtl. If you have any feedback, ideas, test cases I can use... please let me know :)

P.S.: Currently, the radius of the Corona SSS seems to be off (in my scenes). If you multiply the radius by 2.54 it's way closer. It may be a mismatch of system units - I use centimeters instead of inches. Please let me know if you notice the same.

FOLLOWING SCRIPT IS ONLY WORKING WITH DAILY BUILDS!
Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.37 - [2017/09/22]
  • added first version of VraySkinMtl and VrayFastSSS2 conversions

The VrayALSurfaceMtl is also on the Todo list and should go rather smootly due to it's similarity to the CoronaSkinMtl. It's just a lot of values and map slots to hook up.

I also had a look at conversion of VrayMultiSubTex to CoronaMultiMap but ran into an issue. Vray has configurable IDs, Corona has not. So if you use ID 100 in Vray, you will create a corona map with 100 slots... technically. Since Corona will only display 25 Ids you are basically stuck with Ids 1 to 25, which is not much, and the rest is only accessible via maxscript. So, if I convert this map the average user will never be able able to access their maps. I use higher Ids all the time and hence a conversion doesn't make sense to me - that's why I will skip it. If someone has additional feedback, please let me know.

At least 25 ID-s ///
I don't know who using much more 25 ID-s even in Vray Multimap:)))
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-09-22, 19:48:34
I also had a look at conversion of VrayMultiSubTex to CoronaMultiMap but ran into an issue. Vray has configurable IDs, Corona has not. So if you use ID 100 in Vray, you will create a corona map with 100 slots... technically. Since Corona will only display 25 Ids you are basically stuck with Ids 1 to 25, which is not much, and the rest is only accessible via maxscript. So, if I convert this map the average user will never be able able to access their maps. I use higher Ids all the time and hence a conversion doesn't make sense to me - that's why I will skip it. If someone has additional feedback, please let me know.

If it's technically possible, script could look if some multimap uses more than 25 slots before conversion and give user warning, that after conversion some maps will be inaccessible through editor.

Oh, another button. If, with the script, we are able to disable all CoronaMap displacement (Disable displacement map button) we should be able to do the opposite =) 

How do I know which ones were off before you pressed the "disable all" button? I can only turn on all of them - which I don't know is a good idea. I would have to track the states of all the displacements somewhere in the scene.

I wonder why this button is needed in the first place, when displacement can be globally toggled from render setup?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-09-22, 19:51:37
If it's technically possible, script could look if some multimap uses more than 25 slots before conversion and give user warning, that after conversion some maps will be inaccessible through editor.
Yes, I'm currently discussing a "depends-on.." solution with warnings. I'm just not too happy about it.

I wonder why this button is needed in the first place, when displacement can be globally toggled from render setup?
Well, you might open and convert an evermotion scene with hundreds of displacements in it (which you probably want to disable). You can of course disable it globally but you will not be able to add a single displacement on any of your own materials then.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2017-09-22, 21:37:06
Well, you might open and convert an evermotion scene with hundreds of displacements in it (which you probably want to disable). You can of course disable it globally but you will not be able to add a single displacement on any of your own materials then.

Ah, that's a good point! :]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: thinhmx on 2017-10-05, 11:16:23
Hi you all, Can anyone help me that error when converting vray to Corona.
After convert, all vray materials fresnel ior to 25, if no check 999fresnel ior to 25, then it wll be 999 for every material. And then I have to number them all again.
I see only me got this error -.-
Thank you all !
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-10-18, 10:19:07
Sorry for the late answer. The ior is set to 999 when your original vray material does not have fresnel reflection activated. The ior 25 option is there to clamp that value. So, this is not an error but caused by the materials you are converting.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: rendertime on 2017-10-19, 23:03:37
Just Vray God Damn Bump  .... please make it work
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-10-20, 09:33:19
I've got no idea what you're requesting ?!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Tok_Tok on 2017-10-21, 16:09:34
I got this error and the request to post this here, so here you go. This does not happen in CR 1.6.

>>> SCENE Info: <<<
Corona version: 1.7 RC9, build timestamp: Oct 18 2017 22:32:23
Converter version: 1.38
Max version: 19000
Installed Vray plugins: V_Ray_RT_3_40_01  V_Ray_Adv_3_40_01 
# Material conversion took 0.04 seconds
# Iterations: 2, converted: 0

Error occured in VRayFastSSS2 : AM150_50:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in AM150_50:CoronaSkinMtl

Error occured in VRayFastSSS2 : AM150_50:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in AM150_50:CoronaSkinMtl

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-10-23, 19:00:49
Thanks for the report. I would actually appreciate if people updated their vray version (it's a point release, so it's a free update ;) ). Looks like vray 3.4 didn't have support for displacement in the SkinMtl. So these kind of problems will pop up all the time. I will fix this one in the next version nonetheless ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Herve-Marmillot on 2017-10-25, 16:54:17
Hi,

First of all, thanks a lot for this really helpful script, without it I wouldn't have change for Corona...
I encounter a little problem since I upgraded to Max 2018 : I loaded all my UI stuff, buttons and shortcuts wich I didn't really understand how it works because it always creates bugs with the new version of Max... But now when I hit the right click, the Corona Converter line doesn't show in the list and I can't open it without manualy launching the script everytime.

Can you please explain me how to resolve this problem ? So I can have it in my right click menu everytime I open Max...

Thanks a lot for your help.

Hervé Marmillot
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-10-25, 17:03:08
Can you try to delete this file? "C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\en-US\plugcfg\CoronaRendererMenus.ini"
That should reset the quad menu state and "reinstall" it (I hope).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: NikaNikitina on 2017-10-25, 20:16:57
Came searching for a solution and this worked!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Herve-Marmillot on 2017-10-26, 09:16:24
Can you try to delete this file? "C:\Users\YOURUSERNAME\AppData\Local\Autodesk\3dsMax\2018 - 64bit\ENU\en-US\plugcfg\CoronaRendererMenus.ini"
That should reset the quad menu state and "reinstall" it (I hope).

I tried this, but doesn't worked :/

I didn't change my quad menu, but it seems that he is saved somewhere and your script can't overide this save. Maybe you can explain me how to add this Corona Converter option to my menu through the UI presets, and then I save it again somewhere ?

EDIT : It just worked after I restarted my PC ! Thanks for your help ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-10-31, 13:55:30
Update! Just the VrayHairMtl for now. I'd appreciate if someone who uses hair (I don't) could comment on that. I bypassed the melanin and pheomelanin parameters and just used the vray secondary specular and transmission as tint colors. That works relatively good with the presets in the VrayHairMtl. I also do not convert any glossiness values since that likely makes it worse than better (Please tell me if you disagree).

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.39 - [2017/31/10]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ARTsnake on 2017-11-25, 14:22:23
Hello
Corona Converter does not work for me in Max 2018 :(((( help me
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2017-11-25, 15:21:55
Then help us to help you :) What's not working? Please be more specific.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ARTsnake on 2017-11-25, 16:09:51
not converted matterial vray :((
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: PROH on 2017-11-25, 16:15:00
The converter can only convert Vray materials to Corona if you have Vray installed. Fortunately the Vray demo is enough to make it work - even after the demo period has expired.

Hope it helps
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ARTsnake on 2017-11-25, 18:17:06
tnqqqqqqqqqqqqqqqqqq
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: scionik on 2017-12-04, 09:24:29
>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 2), build timestamp: Nov 29 2017 16:11:31
Converter version: 1.39
Max version: 20000
Installed Vray plugins: V_Ray_RT_3_60_03  V_Ray_Adv_3_60_03 
# Material conversion took 0.225 seconds
# Iterations: 53, converted: 52
# Map conversion took 0.009 seconds
# Iterations: 24, converted: 1
# Light conversion took 0.015 seconds
# Iterations: 11

Error occured in VRayFastSSS2 : Material #2326023:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in Material #2326023:CoronaSkinMtl

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2017-12-04, 09:59:58
Thanks for the report. Must have missed this when the properties got renamed :)

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.40 - [2017/12/04]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: NicolasC on 2017-12-21, 09:24:46
Hello Deadclown :)

Now that Corona has its own camera, would it be possible to add an option to convert VRay cameras to Corona ones, please ?

Thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Hozkr Mejia on 2018-01-11, 08:48:13
Hello guys, I would like to know if you can convert from FStorm to Corona?

Many thanks !!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-11, 22:05:05
@Nicolas: Is on the todo list :)
@Hozkr Mejia: As long as there is no public demo installer I am not able to provide any fstorm conversions, sorry =/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: juliano.lisboa on 2018-01-12, 14:16:30
Hello, I can send you the free public version.

I am very interested in this conversion, I want to leave Fstorm at once and go to Corona. Memory problems on the GPU, a burning of video card. Lack of resources, etc.

https://drive.google.com/drive/folders/1L-oLHHginYHWpqsixqJsO09uBjIRbsvW?usp=sharing

It has the free version and the last version that can be used with watermark.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: NicolasC on 2018-01-12, 14:54:14
@Nicolas: Is on the todo list :)

Hi Deadclown :)
Ok, great news, thanks a lot !
Oh and ... happy new year by the way, mate, since we haven't talked each other since January 1st ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-12, 15:15:16
Hello, I can send you the free public version.
As long as it is not available for download on the official fstorm page (https://fstormrender.ru)  I can not consider it public. I won't use any installers from unknown origin.

Oh and ... happy new year by the way, mate, since we haven't talked each other since January 1st ;)
Happy new year to you too Nico :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: juliano.lisboa on 2018-01-12, 15:42:02
Hello, I can send you the free public version.
As long as it is not available for download on the official fstorm page (https://fstormrender.ru)  I can not consider it public. I won't use any installers from unknown origin.

I understand, because of the lawsuit is not yet released, although he won in Russia. But I'm trustworthy. "laughs"
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Hozkr Mejia on 2018-01-15, 05:57:47
I have the first versions of FStorm, in fact when it came to test I was one of the users that helped testing it on my laptop. The installer is official and original
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: tw3636 on 2018-01-16, 03:09:56
Hey got this message when converting a simple vray plant. is there a solution to this?>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 2), build timestamp: Nov 29 2017 16:09:23
Converter version: 1.39
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_50_04  V_Ray_Adv_3_50_04 
# Material conversion took 0.178 seconds
# Iterations: 30, converted: 26
# Map conversion took 0.011 seconds
# Iterations: 28, converted: 5
# Light conversion took 0.005 seconds
# Iterations: 0

Error occured in Autodesk_Material : Solid Glass:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Ceramic:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Wall Paint:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined

Error occured in Autodesk_Material : Metal:Autodesk_Material
-- Unknown property: "Generic_Color" in undefined
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-16, 09:53:42
Can you send me the scene? Or a small portion of it containing the offending material(s)? I have no idea why the Autodesk Material conversion suddenly seems to be broken, haven't changed anything in years.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: faust on 2018-01-26, 12:13:22
I've just caught this message

>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 2), build timestamp: Nov 29 2017 16:10:25
Converter version: 1.39
Max version: 19000
Installed Vray plugins: V_Ray_RT_3_40_03  V_Ray_Adv_3_40_03 
# Material conversion took 1.413 seconds
# Iterations: 96, converted: 94
# Map conversion took 0.645 seconds
# Iterations: 275, converted: 4
# Light conversion took 0.051 seconds
# Iterations: 1

Error occured in VRayFastSSS2 : Material #2100440743:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in Material #2100440743:CoronaSkinMtl

Error occured in VRayFastSSS2 : sahar pesok:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in sahar pesok:CoronaSkinMtl

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-26, 12:18:19
This error is caused by the old vray version you have installed. The converter uses a property that has been introduced in a more recent version of vray. I can't keep track of all the little changes everywhere in vray or any other renderer all the time.
I'll fix this issue in the next converter version but I'm quite busy atm, so this may take a while. The easiest way to get rid of it is updating your vray ;)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Ondra on 2018-01-30, 15:25:11
Hello, I can send you the free public version.

I am very interested in this conversion, I want to leave Fstorm at once and go to Corona. Memory problems on the GPU, a burning of video card. Lack of resources, etc.

https://drive.google.com/drive/folders/1L-oLHHginYHWpqsixqJsO09uBjIRbsvW?usp=sharing

It has the free version and the last version that can be used with watermark.
Problems with those is that anyone could have snuck in some trojan/virus/keylogger/bitcoin miner. We saw corona "cracks" in the wild that made the computer mine bitcoins while corona was rendering. Installing anything like this is a big no-no for anyone taking security seriously... unless the binary is signed (which is not the case AFAIK)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sbrusse on 2018-01-30, 16:59:32
Hey guys, any way you could add the deletion of the VrayColor2Bump?
I have to go through all the materials manually to delete the VrayColor2Bump and it's a pain.

Thanks!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: viscorbel on 2018-01-30, 17:10:54
Would it be possible to add an option that removes any VrayBumpMtl nodes and replaces them with whatever is inside the base mtl slot?
Right now it converts the base material to Corona mat and leaves it inside the VrayBumpMtl. For someone like me who uses this Vray feature often, this creates a lot of glowing red 'unsupported' objects in the renders after a conversion. So there's a need to manually go over all the relevant materials and fix this.

Some small objects sometimes get away and are only found out in the full res render which results in some unpleasant language.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-30, 17:24:19
Hey guys, any way you could add the deletion of the VrayColor2Bump?
I have to go through all the materials manually to delete the VrayColor2Bump and it's a pain.
Not going to happen! ... but how about substituting the VrayColor2Bump for an CoronaBumpConverter map instead :P . Will do that for the next version, good pointer. I missed that new map.

Would it be possible to add an option that removes any VrayBumpMtl nodes and replaces them with whatever is inside the base mtl slot?
Sure thing! Good pointer as well. Will be done in the next version.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-01-30, 20:14:04
Ok, here are the two small additions (which didn't take long to make). I know, I still have some other things on my todo list but I don't have much time for it right now.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.41 - [2018/01/30]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: viscorbel on 2018-01-30, 22:41:40
Wow, that was fast!
Many thanks, works great :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sbrusse on 2018-02-02, 16:37:51
Boom!
Thx!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: daliaahmed on 2018-03-15, 09:31:35
Hey I just got this message:

>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 2), build timestamp: Nov 29 2017 16:08:17
Converter version: 1.39
Max version: 17000
Installed Vray plugins: V_Ray_RT_3_00_07  V_Ray_Adv_3_00_07 
# Material conversion took 6.741 seconds
# Iterations: 1019, converted: 1018
# Map conversion took 2.895 seconds
# Iterations: 1335, converted: 183
# Light conversion took 0.838 seconds
# Iterations: 289

Error occured in VRayFastSSS2 : Material #2146934348:VRayFastSSS2
-- Unknown property: "texmap_opacity" in Material #2146934348:VRayFastSSS2

Error occured in VRayFastSSS2 : wax_top:VRayFastSSS2
-- Unknown property: "texmap_opacity" in wax_top:VRayFastSSS2

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ecaterinatache on 2018-03-27, 23:03:05
Hello
I`ve just got this message

>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 3), build timestamp: Feb  8 2018 13:06:46
Converter version: 1.39
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_20_02  V_Ray_Adv_3_20_02 
# Material conversion took 0.298 seconds
# Iterations: 12, converted: 11
# Map conversion took 0.573 seconds
# Iterations: 194, converted: 0
# Light conversion took 0.067 seconds
# Iterations: 18

Error occured in VRayFastSSS2 : veiny_marble:VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in veiny_marble:CoronaSkinMtl

P.S. I`m using the demo version
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-03-28, 10:56:57
New minor version.

Get it here: http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html (http://www.racoon-artworks.de/CoronaConverter/CoronaConverter.html)

changelog:
v1.42 - [2018/03/28]
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Hozkr Mejia on 2018-03-30, 06:51:48
Awesome, many thanks !!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Prazno on 2018-04-21, 01:47:55
I got this error and the request to post this here...

>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 4), build timestamp: Mar 23 2018 11:50:59
Converter version: 1.42
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_60_03  V_Ray_Adv_3_60_03 
# Material conversion took 8.025 seconds
# Iterations: 188, converted: 190
# Map conversion took 1.143 seconds
# Iterations: 172, converted: 172
# Light conversion took 14.078 seconds
# Iterations: 58

Error occured in TargetDirectionallight : $Target_Directional_Light:Direct01 @ [608313.500000,-206687.796875,196261.968750]
-- Unknown property: "AreaShadow" in $Target_Directional_Light:Direct01 @ [608313.500000,-206687.796875,196261.968750]

Error occured in Omnilight : $Omni_Light:Omni04 @ [-3005.970215,-2684.351074,179.892059]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni04 @ [-3005.970215,-2684.351074,179.892059]

Error occured in Omnilight : $Omni_Light:Omni05 @ [-3005.970215,526.738281,179.892059]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni05 @ [-3005.970215,526.738281,179.892059]

Error occured in Omnilight : $Omni_Light:Omni06 @ [-3005.970215,3737.827637,179.892059]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni06 @ [-3005.970215,3737.827637,179.892059]

Error occured in Omnilight : $Omni_Light:Omni07 @ [-3005.970215,8309.910156,179.892059]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni07 @ [-3005.970215,8309.910156,179.892059]

Error occured in Omnilight : $Omni_Light:Omni01 @ [-8881.720703,2267.581055,2666.993896]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni01 @ [-8881.720703,2267.581055,2666.993896]

Error occured in Omnilight : $Omni_Light:Omni08 @ [-10387.004883,2267.581055,2666.993896]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni08 @ [-10387.004883,2267.581055,2666.993896]

Error occured in Omnilight : $Omni_Light:Omni09 @ [-11878.650391,2267.581055,2666.993896]
-- Unknown property: "AreaShadow" in $Omni_Light:Omni09 @ [-11878.650391,2267.581055,2666.993896]

Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-04-24, 10:00:57
Thanks for the report. Unfortunately I can't reproduce it here. Can you send me a scene with one of those lights which cause this error?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: erkuttaner on 2018-04-28, 08:35:13
Just got this error
>>> SCENE Info: <<<
Corona version: 1.7 (hotfix 3), build timestamp: Feb  8 2018 13:06:46
Converter version: 1.39
Max version: 18000
Installed Vray plugins: V_Ray_RT_3_30_05  V_Ray_Adv_3_30_05 
# Material conversion took 0.687 seconds
# Iterations: 55, converted: 55
# Map conversion took 0.423 seconds
# Iterations: 57, converted: 10
# Light conversion took 0.041 seconds
# Iterations: 6

Error occured in VRayFastSSS2 : CB_Candles_Wax   :VRayFastSSS2
-- Unknown property: "texmapOnDisplacement" in CB_Candles_Wax   :CoronaSkinMtl
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-04-28, 12:34:36
This should be already fixed. Please download the latest version and try again :)
Title: Converting to corona from Vray
Post by: DPS on 2018-04-30, 03:27:31
I've noticed a few things that don't convert correctly, guess this may be irrelevant from the next release, though it may help.

1) Vray Bump map remains, (this will also sometimes crash when disconnecting it).
2) Vray displacement map remains in stack - not really an issue as it doesn't seem to cause a problem.
3) Multisub object materials that begin with high a material ID (e.g I have a glazing multisub material that runs from 150-156) - converting this to Corona results in a multisub with 156 materials (the first 149 being empty) rather than 7
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-04-30, 12:40:50
1) which map exactly do you mean? VrayNormalMap, VrayBump2Normal or VrayColor2Bump?
2) same here, which vray displacement map do you refer to?
3) didn't know that, very odd. When I try it with a material starting from 101 to 107 I get a "new" multimat with materials starting from 101 to 107 but after that empty slots from 1 to 100. The thing is, I don't have any function that modifies or creates multimaterials, that's something max is doing by itself for some reason. So, I can't really do anything about it =/ .
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DPS on 2018-05-03, 03:12:08
1) Vray Colour2Bump remains (edit in addition to my previous message Vray bump material also remains)
2) Sorry I meant Displacement modifier. I wish I could say english isn't my first language :)
3) Ok not to worry
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-05-08, 15:39:51
1) Hm... that appears to work here, do you have a sample file or material you could send me where it doesn't work? (Your version of the converter is higher or equal to 1.41 btw?  ;)  )
2) There is a button on the right in the converter for converting those modifiers :)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sprayer on 2018-05-24, 10:32:22
Can you confirm what proxy converter is not working than proxy stored in different path and in asset tracker have - found status?
For me it's work only if i have absolute path to proxy and status -ok
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-05-25, 09:53:18
It may indeed not work with relative paths. I never use those for all sorts of reasons and thus I have not looked into adding support for them - but I doubt that it would work, at least not reliably. I would suggest to convert the paths to absolute, convert proxies and reconvert to relative (using the asset tracker).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: sprayer on 2018-05-25, 14:50:45
I just figured out, long time proxy converter was not work for me because of paths. Where it needs -  in any bought scene for example evermotion scene will have relative paths for all assets. Maybe you may note this issue for people who don't know that. Thanks
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: chiakoktiong on 2018-05-27, 05:47:43
hi.
got this error during conversion. pls check. thanks.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-06-01, 19:47:24
I just figured out, long time proxy converter was not work for me because of paths. Where it needs -  in any bought scene for example evermotion scene will have relative paths for all assets. Maybe you may note this issue for people who don't know that. Thanks
Good point, will make a note in the tool somewhere :)

hi.
got this error during conversion. pls check. thanks.
Can you please provide a scene file for debugging? These errors are so random and completely unresolvable without the offending material (due to the nature of autodesk materials).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: romullus on 2018-06-26, 22:24:44
Hi Martin, would it be possible to add some checkbox, like "fix reflection", that would force converter to change reflection to 1,0 level and pure white colour? I find that more often than not, i have to manually go through all converted materials and check/fix reflection. Especially that's true after converting from scanline's materials, as for some strange reason, standard material comes with 243,243,243 specular by default.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-06-27, 12:18:57
You can use these lines of script to set all CoronaMtls Reflection Color to white and reflection multiplier to 1.0
Code: [Select]
(
crnMtls = getclassinstances CoronaMtl
for i in crnMtls do (
i.levelReflect = 1
i.colorReflect = color 255 255 255
)
)

I will not include that in the script because it is in my opinion too specific for your case. It will also make all your metals chrome so that's not quite what I would call useful ;) .
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jpjapers on 2018-06-28, 15:08:06
Any plans to include fstorm conversions?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-06-28, 15:10:37
Any plans to include fstorm conversions?
Yes, when there is a public demo installer I can download and use for the conversions (or someone pays for a license :D )
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jpjapers on 2018-06-28, 20:55:21
Any plans to include fstorm conversions?
Yes, when there is a public demo installer I can download and use for the conversions (or someone pays for a license :D )

Youre able to get the installer from the developer direct
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-06-28, 20:58:18
I'm pretty sure that he's not very keen on providing an installer for someone who's making software to turn fstorm scenes into scenes for competing renderers. Since I don't lie about my intentions I will spare his and my time and wait for an official public installer.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jpjapers on 2018-06-29, 00:33:19
I'm pretty sure that he's not very keen on providing an installer for someone who's making software to turn fstorm scenes into scenes for competing renderers. Since I don't lie about my intentions I will spare his and my time and wait for an official public installer.

I totally didnt think of that haha
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Lord Kelvin on 2018-06-29, 01:13:32
Any plans to include fstorm conversions?

temporary solution I'm using right now

https://github.com/dubcat/CoronaConverter/blob/master/coronaConverter.ms
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: jpjapers on 2018-06-29, 10:46:50
Any plans to include fstorm conversions?

temporary solution I'm using right now

https://github.com/dubcat/CoronaConverter/blob/master/coronaConverter.ms

Sick! Dubcat to the rescue!!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: ikercito on 2018-07-06, 13:21:22
Any plans to include fstorm conversions?

temporary solution I'm using right now

https://github.com/dubcat/CoronaConverter/blob/master/coronaConverter.ms

Thanks a lot for that link! It just saved my a$$ :D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Rhodesy on 2018-07-23, 15:46:50
We are currently trying out the max corona 2 demo and want to try the scene vray converter with some dosch 3D car models we have. But when we run the script it just comes up with a load of red materials - essentially not doing anything. As far as I understand you dont need vray to do material conversions with Corona 2? Any ideas why our conversion isn't working?

Thanks
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-07-23, 15:48:59
Corona 2 does render VrayMtl natively, I'm not sure how many other materials from Vray but not all of them. The material converter itself is completely separate to that development so you can convert your scene from Vray to Corona with it but you need to have Vray installed for it (the demo is sufficient).
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Rhodesy on 2018-07-23, 16:12:24
Thanks. We are going to try it with the vray demo. We cant get the cars to render natively with corona 2, it just says unsupported material for everything. So maybe the version of vray dosch3D uses might be too old? Just speculation. Going to be a pain to convert them all manually if it comes to that!
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: oliverhessian on 2018-07-25, 03:27:31
Hey, sorry if this has already been brought up, I've tried to find any other references to the same issue but haven't been successful.

The release that has addressed the Vraybump material is working in terms of creating a working corona material however in doing this all the normal maps attached to the Vray bump are removed rather than being re-allocated to the bump slot in the base materials. While it was a pain having to re-wire these (Most Xfrog models use Vray Bump material for trees and plants) at least all the maps were loaded and could be re-wired. Now I have to locate the normal maps for each part of the model and rebuild the bump/normal map components.

Is there any way to fix this? If not what was the last release for the converter before this update that I could use?

Thanks for any help
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-07-25, 11:28:36
No, I haven't been made aware of this problem before (and it's always better to mention it twice anyways).
I assumed that most of these BumpMtls are used in conjunction with layered materials and other compound-style setups so I didn't really expect that. Adding the override bumps to the Basematerials may work in the simple cases but it will be the exception I guess. The bumpMaterial override doesn't make much sense to me if the baseMaterial is a VrayMtl anyways, and due to the way the converter works I can't cover all sorts of cases, just very explicit ones. I will make a note to add a checkbox for converting BumpMtls in the future, so you can just deactivate it.

I've attached the 1.40 version that does not have this BumpMtl conversion yet.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: oliverhessian on 2018-07-27, 04:19:36
Thanks for the response and link to previous version. I'm not sure why the materials are wired that way. It looks like it may have saved time as a bump is added at the end of the material tree rather than potentially multiple times in the layered materials but I can only guess.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: juliano.lisboa on 2018-08-09, 19:45:10
Hello, now that the Fstorm has been released, could not implement the conversion of it?

https://fstormrender.ru/download/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-08-11, 13:18:48
Yes, Fstorm conversions are planned, I just can't say when I get to it.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-10-08, 13:18:11
I'm having a look at fstorm right now to determine the best approach for conversions... however I'm not really sure how useful all of this is. My personal "goal" of the converter is that each render engine conversion should yield a usable result - a one click solution with as few necessary adjustments from the user as possible.
What I see so far is that fstorm materials are rather "spartan", which is fine, because that means it's easy to translate. The maps, however, are pretty much all custom and either different or complete remakes of the max ones (like noise, output, falloff, gradient etc) with different settings which makes it basically impossible to get proper conversion results.
So, if there are any Fstorm users here I would be happy to hear opinions about that and what you think would be a useful conversion for you.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: rsi on 2018-10-23, 11:25:37
Feature request:
it would be nice to have the possibility to convert the "colorcorrect" to "coronacolorcorrect" for performance reasons
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-10-24, 15:53:56
The CoronaColorCorrect map is very different to the original one. I would only be able to convert it if very few selected parameters were used in the ColorCorrection map - and even then I'm not sure if they work in the same color space (would have to check that). So the potential use for this is very limited. Basically all of my color corrections wouldn't pass.

And since this has moved to the previous page:
I'm having a look at fstorm right now to determine the best approach for conversions... however I'm not really sure how useful all of this is. My personal "goal" of the converter is that each render engine conversion should yield a usable result - a one click solution with as few necessary adjustments from the user as possible.
What I see so far is that fstorm materials are rather "spartan", which is fine, because that means it's easy to translate. The maps, however, are pretty much all custom and either different or complete remakes of the max ones (like noise, output, falloff, gradient etc) with different settings which makes it basically impossible to get proper conversion results.
So, if there are any Fstorm users here I would be happy to hear opinions about that and what you think would be a useful conversion for you.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: denisgo22 on 2018-10-29, 08:18:10
It would be nice to put in script version ability to correct Albedo Diffuse color in vray models, which usually with 255/255/255 white diffuse or with very bright textures, without necessity to use
additional scripts/
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-10-29, 09:33:29
Yes, we had discussions about that approximately 6 years ago already ;) The thing is that I cannot evaluate the shader tree by script nor can I look at all the pixels at all the textures to check if they are too bright.
I could look at the diffuse color only but that would be completely useless in my opinion, especially when there is more going on than just diffuse or blending with other materials etc. Corona has a Render element for exactly that reason which shows problematic albedos.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: denisgo22 on 2018-10-29, 09:44:08
Yes, we had discussions about that approximately 6 years ago already ;) The thing is that I cannot evaluate the shader tree by script nor can I look at all the pixels at all the textures to check if they are too bright.
I could look at the diffuse color only but that would be completely useless in my opinion, especially when there is more going on than just diffuse or blending with other materials etc. Corona has a Render element for exactly that reason which shows problematic albedos.
Thanks for answer:)
But exist possibility to using this option only for selected objects, as now in script tab/
it's just not very convenient to clutter the interface of Max with additional buttons to use third-party scripts
for convent materials:)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-10-30, 15:42:31
What exactly would you like this script to do?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: denisgo22 on 2018-11-01, 17:21:21
Possibility to change /down/ Diffuse Level in Corona material of selection objects or all scene for correct Albedo --- for example:)
Something like in this part of script
(https://corona-renderer.com/forum/index.php?action=dlattach;topic=126.0;attach=93055;image)
But this script not working with Corona Layered mat or with Multimat, I do not remember exactly:)
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-11-06, 16:08:39
I don't know the script but I would assume it filters the materials per class, so it should work even with layered or multimats. I'm not intending to add this to the converter but even if this script does not do exactly what you want, it's easy to write a one-liner maxscript to do what you need.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: diodednb on 2018-11-08, 00:25:45
Does this work in C4D
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-11-08, 00:27:41
Nope, only 3dsMax
Title: Corona converter to convert Vraywire to CoronaRoundEdges (when in Bump)
Post by: andreu.taberner on 2018-11-23, 10:39:32
Basically this.

Corona Converter could recognize when Vray wire is being use in the bump channel to produce rounded corners and convert it to CoronaRoundEdges. Kind of an exception for this specific case.
Title: Re: Corona converter to convert Vraywire to CoronaRoundEdges (when in Bump)
Post by: Tanakov on 2018-11-29, 08:57:02
I dont think that would be a good idea, its a case to case scenario. I for my self use CoronaWire as bump on some objects.

Id reccomend using Batch Material Editor instead, it was posted on forum some months ago.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: andreu.taberner on 2018-11-29, 10:47:54
CoronaWire doesn't make anything when in Bump, unless I am missing something. Correct me if I am wrong.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: maru on 2018-11-30, 15:32:54
CoronaWire doesn't make anything when in Bump, unless I am missing something. Correct me if I am wrong.
Looks like it doesn't.
But is this really a valid workflow?
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-11-30, 15:43:54
I assume that this is about the VrayEdgesTex? The problem with specific map types being used in specific slots is that I can't track them. At least not directly. The script converts map by map, disconnected from the shader, it has no idea where it is being used. So if I convert a VrayEdgesTex it doesn't know if is being used in a Diffuse or a bump slot. I would have to skip it and do it at the end, looping through all the Material's bump slots and check if a VrayEdgesTex is present - if it is I still can't simply convert it, I have to check if it actually is instanced in any other slot on any other material (which is possible but tricky to get right)... and this gets more complicated if a VrayEdgesTex is used somewhere deeper in the shader tree (which is quite often the case to mix it with other bump maps).
Long story short: this is not quite as easy as it sounds ;) Or to put it more bluntly: it's a bit of a pain in the ass.
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: Yura Khlop on 2018-12-15, 16:43:34
Hi, I could't find any information about convert FSorm Mat to Corona Mat. Is it possible?
Please, need it as yesterday!
Regards
Title: Re: Corona Material/Lights Converter (continuous updates)
Post by: DeadClown on 2018-12-15, 19:32:57
regarding Fstorm I will repeat my question from before:

I'm having a look at fstorm right now to determine the best approach for conversions... however I'm not really sure how useful all of this is. My personal "goal" of the converter is that each render engine conversion should yield a usable result - a one click solution with as few necessary adjustments from the user as possible.
What I see so far is that fstorm materials are rather "spartan", which is fine, because that means it's easy to translate. The maps, however, are pretty much all custom and either different or complete remakes of the max ones (like noise, output, falloff, gradient etc) with different settings which makes it basically impossible to get proper conversion results.
So, if there are any Fstorm users here I would be happy to hear opinions about that and what you think would be a useful conversion for you.

I haven't got any feedback on fstorm, neither here nor for the other converter I maintain, so I assume that there are very few people that actually need it.