Tag Archives: blender

Vray to Blender PBR/FBX

Im often exporting models from 3dsmax to Blender and this is a fast way to import the models so that the material is automatically converted and imported into Blender with PBR materials applied with correct default settings.

What does it do?

It takes a Vray Material with Roughness workflow, converts it to Standard (Legacy) material and is ready for export to FBX. You can extend on the script or modify it for your needs. This is the workflow:

Blender to GLB/GLTF for real-time:

A secondary benefit to this workflow is that once the file is imported into Blender as FBX it can be directly exported to GLB/GLTF for real-time workflow. If you want to include ambient occlusion you will have to do this manually for now. I might create a script in future, no promises on that one since its usually very simple with two additional nodes in the shader editor as shown in the Blender manual.

Converts:

  • Diffuse texture, Diffuse Color, VrayColor in Diffuse
  • Roughness texture
  • Metal texture
  • Opacity texture
  • Normal texture
  • Normal DirectX to OpenGL (3dsmax uses DirectX & Blender uses OpenGL, its done via naming convention – Optional)
  • Sets the correct Specular level for Blender
  • Sets Reflection to White
  • Sets Dielectric or Metallic material for Blender (depending on if Metal texture is used)
  • Sets Gamma settings for sRGB and Linear images
  • Can convert VrayMtl, Vray2SidedMtl, Multi-Material. You can edit the functions in the script to add more material types if you use them

Export Options in FBX:

Comparisons:

3dsmax Vray Roughess Material:

Standard (Legacy) Material – Converted with Script

Blender Principled BRDF Shader – Imported FBX (Automatic Settings)

3dsmax Script download:

https://github.com/jmdvella/VrayToFBX

3dsmax (.ms) Code:

/*
3dsmax to Blender FBX Material Converter 
jmdvella@gmail.com
2022
*/

macroscript VrayToFBX
	category:"Vella" 
	internalcategory:"Automate"
	tooltip:"Automate VrayToFBX"
	buttonText:"Vray To FBX"
	Icon:#("SchematicView",2)

(
	-- Function to replace Vray with Standard and setup PBR settings for FBX/Blender
	fn convert_to_stdmtl i =
	(
		-- Standard Settings for PBR export
		newMat = Standardmaterial ()
		newMat.name = i.name
		newMat.diffuse = i.diffuse
		newMat.bumpMapAmount = 100
		newMat.specularLevel = 25
		
		-- Replace VrayColor with Standard Diffuse Color
		if (classof i.texmap_diffuse == VrayColor) then
		(
			newMat.diffuse = i.texmap_diffuse.color
		)
		else
		-- Replace Diffuse texture with node in Diffuse slot
		(
			if i.texmap_diffuse != undefined then
			newMat.diffusemap = i.texmap_diffuse
		)
		
		-- Replace Roughness texture
		if i.texmap_reflectionGlossiness != undefined then
		(
			newMat.glossinessMap = i.texmap_reflectionGlossiness
		)
		
		-- Replace Metal texture
		if i.texmap_metalness == undefined then
		(
			newMat.reflectionMapEnable = on
			newMat.reflectionMapAmount = 0
		)
		else
		(
			newMat.reflectionMapEnable = on
			newMat.reflectionMap = i.texmap_metalness
		)
		
		-- Replace Opacity
		if i.texmap_opacity != undefined then
		(
			newMat.opacityMap = i.texmap_opacity
		)
		
		-- Replace Normal texture
		if i.texmap_bump != undefined then
		(
			newMat.bumpMap = i.texmap_bump.normal_map
		)
		
		-- Convert DirectX Normal texture to OpenGL (Optional) 	<--------------
		if i.texmap_bump != undefined then
		(
			i.texmap_bump.normal_map.filename = substituteString i.texmap_bump.normal_map.filename "DirectX" "OpenGL"
		)
		
		-- Convert Vray to Standard Mtl
		i = newMat

	)
	
	-- Function to replace VRay2SidedMtl with VrayMtl
	fn convert_Vray2Sided_to_VrayMtl i = 
	(
		newMat = i.frontMtl 
		
		-- Convert Vray to VrayMtl
		i = newMat
		
		-- Convert from VrayMtl to StandardMtl using convert_to_stdmtl Function
		convert_to_stdmtl i
	)
	
	-- Find all VRay2SidedMtl and replace with VrayMtl in the scene
	for i in sceneMaterials do
	(
		if (classof i == VRay2SidedMtl) do
		(
			p = convert_Vray2Sided_to_VrayMtl i
			
			if (i.name == p.name) and (i.name != undefined) do
			(
				replaceinstances i p
			)
		)
	)		
	
	-- Find all VrayMtls and VrayMtls in Multi-Sub in the scene
	for i in sceneMaterials do
	(
		-- Convert VrayMtl to StandardMtl using convert_to_stdmtl function
		if (classof i == VrayMtl) do 
		(
			p = convert_to_stdmtl i
			
			if (i.name == p.name) and (i.name != undefined) do
			(
				replaceinstances i p
			)
			
		)
		
		-- Find Multi-Sub Materials
		if (classof i == Multimaterial) do 
		(
			-- Convert VrayMtl to StandardMtl using convert_to_stdmtl function
			for n in i do
			(
				if (classof n == VrayMtl) do 
				(
					p = convert_to_stdmtl n
					
					if (n.name == p.name) and (n.name != undefined) do
					(
						replaceInstances n p
					)
					
				)	
			) 
		)
	)
			
	-- refresh asset tracker
	ATSOps.Refresh()
)

3dsmax to Blender FBX/PBR

This guide should is designed to export your PBR Metallic/Roughness textures from 3dsmax to blender.

We will take our PBR textures, place them into a standard material and export to FBX. FBX settings are based on your preference and dont affect the material. Just be sure to check your units scale factor if you work in units other than meters.

Dielectric:

  • Specular Level: 0.25 = Specular 0.5 in Blender

  • Reflection = Checked On, but 0% which turns off Metallic on import

  • Normal Map: DirectX texture in 3dsmax, I swap this to OpenGL texture for export to blender.

  • Roughness texture in Glossiness slot.

Comparison Renders

Notes:

  • Same as above except swap the Reflection channel to 100% for Metallic objects (or place the Metallic map here)

Comparison Renders

If you want to control the Specular yourself using a 0/1 Map then place this into Specular Level (3dsmax). This will transfer this to the Specular Channel (blender).

3D Models – Corinthian Doors Infinity Range

The first instalment of Corinthian Door series to come. This is the Infinity Range and includes 9 doors, all rigged for animation complete with locks, latches, screws and hinges. These are typically Entrance Doors so open outwards only.

The files also include a version for Corona/Vray, Blender, OBJ/FBX. All with materials/textures included. The Corona/Vray files also have a version with Chamfer modifiers so the artist can control how they would like the bevels to be. There is also a mesh version for those who are happy with it as intended. These models are designed to be high quality while being low poly best suited for kit-bashing.

For a closer look at the technical details you can check out the link below:

https://www.cgtrader.com/3d-models/architectural/door/corinthian-doors-infinity-range

3D Models – Study Areas

A collection of 3D furniture stock for Study Areas available for architectural design. My goal is to save artists time modelling furniture allowing them to focus on creating better photo-realistic environments.

Designed for Vray & Corona. There is also an option for Blender Cycles. These models are designed to be high quality while being low poly best suited for kit-bashing.

For a closer look at the technical details you can check out the link below:

https://www.cgtrader.com/3d-model-collections/study-pack-a-d-hq-low-poly

3D Models – Dining Tables

Entry Tables available for 3dsmax, Blender, FBX, OBJ for your architectural design. Ensure the best quality products for your residential, commercial and development projects.

Designed for Vray & Corona. There is also an option for Blender Cycles. These models are designed to be High Quality while being Low Poly best situated for Archviz Kit-bashing. You can download the pack or individual items in the link below.

https://www.cgtrader.com/3d-model-collections/dining-tables-collection

Detailed Specifications:

Features

– Optimized for large interior/exterior scenes. Models & Textures are to be viewed from mid to far distance (closest distance as per render).

– Real world units and has accurate measurements so that 3D people can be placed on chairs and relative items to human heights and sizes.

– Geometry subdivisions where needed to allow for smooth edges without additional geometry where not required.

– Textures are optimized per geometry size – larger objects with higher resolution smaller objects with lower resolution maximizing viewport stability and ram usage when rendering large scenes.

– All textures are tiled and seamless.

– UV’s unwrapped or procedural where required to ensure correct direction and repeating for textures.

– Materials are all in one Multi-Sub Object and labeled so the user can easily distinguish each item. Diffuse textures are re-used in some most cases for Glossiness & Bumps with a color correction / output node for adjusting intensity or value – this allows for quick editing by the user and less textures to load into memory. Designed to emulate a PBR setup however are not game-ready materials.

File Format

– Vray & Corona ready, these are designed specifically for both render engines and look identical in both. Available for 3dsmax 2016+

– Blender 2.8, converted and adjusted materials to replicate a similar appearance to the original model. Embedded textures.

– FBX & OBJ available with textures and materials. Materials will not appear the same as Vray/Corona as they are converted to Standard Materials. FBX Embedded textures.

– System Units: Centimetres

– No additional plugins required other than the render engines themselves.

 

Additional Information

– Studio & lighting not included.

3D Models – Entry Tables

I am working hard on creating some models which are all royalty/copyright free, available for download and use in your Architectural Renderings. The concept behind this is to have a furniture pack which is able to be scattered in buildings for exterior renderings leaving you to the creative work of vegetation, lighting, post production. These will be high quality looking models from a distance, have a small footprint on RAM, it will utilize forest-pro so it can be scattered around and change materials randomly so that models that appear twice in different apartments will have different materials such as timber, painted white, different types of paintings, kitchens, living room layouts etc all based on splines. Light pendants will stick to ceilings automatically, furniture to the floor, and paintings to the walls. I will also be providing these models as separate items in case you want them specifically for individual situations.

The first set I have released to the public are Entry Tables. You can view the technical specifications below the renders.

Technical Specifications

Purpose:

  • HQLP – High Quality Low Poly.

  • Architecture Kit-Bash Model.

Features:

  • Optimized for large interior/exterior scenes. Models & Textures are to be viewed from mid to far distance (closest distance as per render).

  • Real world units and has accurate measurements so that 3D people can be placed on chairs and relative items to human heights and sizes.

  • Geometry subdivisions where needed to allow for smooth edges without additional geometry where not required.

  • Textures are optimized per geometry size – larger objects with higher resolution smaller objects with lower resolution maximizing viewport stability and ram usage when rendering large scenes.

  • All textures are tiled and seamless.

  • UV’s unwrapped or procedural where required to ensure correct direction and repeating for textures.

  • Materials are all in one Multi-Sub Object and labeled so the user can easily distinguish each item. Diffuse textures are re-used in some most cases for Glossiness & Bumps with a color correction / output node for adjusting intensity or value – this allows for quick editing by the user and less textures to load into memory. Designed to emulate a PBR setup however are not game-ready materials.

File Format:

  • Vray & Corona ready, these are designed specifically for both render engines and look identical in both. Available for 3dsmax 2016+

  • Blender 2.8, converted and adjusted materials to replicate a similar appearance to the original model. Embedded textures.

  • FBX & OBJ available with textures and materials. Materials will not appear the same as Vray/Corona as they are converted to Standard Materials. FBX Embedded textures.

  • System Units: Centimetres

  • No additional plugins required other than the render engines themselves.

Additional Information:

  • Studio & lighting not included.

These models are available here:

https://www.cgtrader.com/jmdvella