3D Studio Max – Corona Randomizer Update v.4.4

Download

Download the free script for 3dsmax here.

Install

  • Drag the script into your 3dsmax viewport.
  • Customize > Customize User Interface > Toolbars > Category: Vella > Automate CoronaRandomizer
  • Drag this toolbar button somewhere in your UI/Toolbars

Description

Now includes Vegetation Tools. As well as all previous tools.

These tools work differently from the Randomizer Tools, see below for details.

Diffuse – Color Correct: If you select multiple objects or materials then all the diffuse textures will be combined into one Color Correct. This way you can adjust all the Diffuse colors together. Useful for vegetation if you want to increase brightness of all leaves, desaturate etc.

Tranlucency must have a Diffuse – Color Correct applied first to work!

Translucency – Color Correct (Existing): This will take any of your previous translucency color textures and put them all into one Color Correct node.

Translucency – Color Correct (New): If you dont have an existing Translucency Color node this will create one for you and do the same as Translucency – Color Correct (Existing).

UI

Case 1 Before/After:

Case 2 Before/After:

Case 3 Before/After:

Case 4 Before/After:

Case 5 Before/After Existing/After New (all 3 materials selected):

3D Studio Max – Corona Randomizer

Download

Download the free script for 3dsmax here.

Install

  • Drag the script into your 3dsmax viewport.
  • Customize > Customize User Interface > Toolbars > Category: Vella > Automate CoronaRandomizer
  • Drag this toolbar button somewhere in your UI/Toolbars

Description

Apply CoronaMappingRandomizer and or CoronaTriplanar to multiple objects or materials.

Only applies to materials that use Corona Physical or Corona Legacy.

If you do not have any objects selected then the script will apply to selected materials in the slate editor. Objects take priority so if objects are selected it will apply to those materials instead.

You can save your preset checkboxes for future use when reloading or updating the script.

UI

Randomizer Button (CoronaMappingRandomizer)

Triplanar Button (CoronaTriplanar)

Randomizer + Triplanar Button

3D Studio Max – Vray Material Swap

Download

Download the script for 3dsmax here.

Once you have downloaded and installed the 3dsmax script follow the directions in the Youtube video to swap your V-Ray materials.

Description

I made this script so that you can quickly swap your textures within your v-ray materials without having to manually search for each bitmap when creating new materials that are similar to other ones you have already created in the scene. Works best with PBR workflow since most material values should be default and only the textures need replacing.

Important Notes

The script relies on your object name matching your texture name. For example:

Geometry Name – 3DC_KISC_Oven

Texture Names – 3DC_KISC_Oven_BaseColor.png, 3DC_KISC_Oven_Roughness.png, etc.

The script also works with Multi-Sub materials and will suffix your sub-materials with the ID name. For example:

Multi-Sub Name – 3DC_KISC_Oven

Sub-Material ID Name – Frame, Timer, Silver, etc

After running the script your sub-material names will be:

3DC_KISC_Oven_Frame, 3DC_KISC_Oven_Timer, 3DC_KISC_Oven_Silver, etc.

It will also replace all textures within the multi-sub with the ones that relate to that object name (as per the description). Example below:

3D Studio Max – Vray to FBX (Blender and Cinema4D)


Download

Download the script for 3dsmax here.

Once you have downloaded and installed the 3dsmax script follow the directions in the Youtube video to convert your V-ray models to export to GLB.

Download – Bonus Scripts (For Cinema4D)

Convert FBX to Vray

Convert FBX to Corona


Description

– Convert V-Ray Roughness Materials to FBX Standard (Legacy) Materials for exporting to FBX.

– Importing the FBX to Blender automatically creates a PBR materials (except for glass).

– Importing the FBX to Cinema4D, use these scripts above for your render engine.

– Export FBX settings: Enable “Embed Media” to include textures in the FBX file.


Why do I need this script?

Do you need to convert 3dsmax V-ray models to Blender or Cinema4D? Then this is why I made this script. Using the 3dsmax script will convert your Vray Roughness Materials to Standard Legacy Materials. The exported FBX files are then ready to be used for Blender and Cinema4D in one click. You can modify the script for your own needs.

Blender can use the 3dsmax script and you are good to go.

Cinema4D requires an extra script for V-ray. I’ve also recreated this script in case your render of choice is Corona. Both links are available above once you have imported your FBX file. If in doubt follow the Youtube video for more information.

3D Studio Max 2024 – Vray to GLB

Download

Download the script for 3dsmax here.

Note: If you dont want to condense your Multi-Sub materials down to one material use this script instead here.

Once you have downloaded and installed the 3dsmax script follow the directions in the video to convert your Vray models to export to GLB.


Description

– Convert V-Ray Roughness Materials to Autodesk glTF materials, ready for export directly from 3dsmax 2024.

– Automatically locates any file that has “Occlusion” and “Ambient” or “AO” in the same directory as the Diffuse texture.

– Automatically swap _Normal_DirectX textures for _Normal_OpenGL if you have them named this way (must be in the same folder).

– Any material using Opacity will be changed from Opaque to Alpha Mask. However if your materials have the word “Glass/Liquid/Water” in the name then your material will use Alpha Blend instead.

– This script will delete all your subdivision modifiers, be aware and save your files before using it.

– This script also assumes you have set up your glass/liquid materials correctly for GLB (working correctly in Substance Painter for example). This means your AO, Opacity and Diffuse textures support opacity in real-time.


Why do I need this script?

I made this script so I could export to GLB faster from 3dsmax. However the current caveat is that all materials and textures are prefixed with ‘adskMat’ if your material and object have the same name. More information in the video.


Why is this better than the VrayToBlenderGLB script?

There are a few reasons:

  1. Its faster to do straight from 3dsmax
  2. You only need 1 script
  3. It converts any material with an Alpha/Opacity straight to “Alpha Mask” which means the leaves on your materials will clip correctly.
  4. Any material labelled “Glass/Water/Liquid” will automatically use ‘Alpha Blend’ instead. This makes your glass materials behave correctly in real-time.

Down sides:

  1. It can prefix your textures and materials with ‘adskMat’.
  2. Geometry nodes are under ‘node’ groups.

Why is the VrayToBlenderGLB script better than this one?

It doesn’t prefix your materials/textures/objects. But there are more scripts to install and more things that can go wrong. However the output naming is correct.

You can see how the VrayToBlenderGLB script works here.

3D Studio Max Vray To Blender GLB


Download (3dsmax)

Download the script for 3dsmax here.

Once you have downloaded and installed the 3dsmax script follow the directions in the youtube video to convert your Vray models to Standard materials for export to FBX.


Download (Blender)

Download the Waterbottle and Script.

Put the Waterbottle.glb on a permanent location on your drive. Then Update the blender python script to match the location of the Waterbottle. Follow the directions in the video for more details.


Description

– Convert V-Ray Roughness Materials to FBX Standard (Legacy) Materials for exporting to FBX. – Automatically locates any file that has “Occlusion” and “Ambient” or “AO” in the same directory as the Diffuse texture and places this in the specular channel.

– The specular is not the AO channel, however the blender python script will convert this to Occlusion for GLB export – this is due to FBX material support limitations.

This script will delete all your subdivision modifiers, be aware and save your files before using it.

– This script also assumes you have set up your glass/liquid materials correctly for GLB (working correctly in Substance Painter for example). This means your AO, Opacity and Diffuse textures support opacity in realtime.

– Install the jv_convert_to_glb.py for blender and follow the install instructions.

– Import the FBX to Blender and run the jv_convert_to_glb.py script.


Why do I need this script?

Good question! Maybe you have a faster way to do this – and so do I. However there is always a caveat. My next video will show you how to do this entirely in 3dsmax skipping the export to blender but there is 1 problem and I will show you when the time comes. For now, hope this helps your workflow.


Gotchas

I made this script for me, so maybe you don’t like the way it converts multi-sub objects to one material since you might have a different workflow. If you do then you can always comment out or delete this section of the 3dsmax script so it doesn’t do that.

Keep your MultiSub:

Keep your Subdivision modifiers:

Maxscript – Modifiers, Rollouts and taking your scripts with you (Part 2)


Modifiers & Rollouts

If you are interested in the initial setup for the rollout and modifiers, read Part 1. Now we are going to dive a little deeper on how to setup your Rollouts and load in external scripts and then take them with us to another computer.


Files

I have one script in my \ENU\scripts\startupfolder – Vella_Rollout.ms. This is the script that we wrote in Part 1 and will call the rest of our scripts. My other scripts are located in a folder I made \ENU\scripts\Vella

As you can see I try to keep things organized so I can add more categories later. Just make sure any of those .ms files do not have a Macroscript at the top which will create an .mcr file every time you run it – it should be similar to the script you run in the editor when doing on the fly changes. If you do comment it out like this:

This way you can always add it back if you want to share it or have it install as an .mcr


Functions and Referencing External Scripts

In Part 1 we created our modifier functions in our startup script. This is because modifier scripts are generally quite short. Some scripts can be much longer and better in their own .ms file. So we can create a function in our startup script that loads in that external script. Here is an example:

-- Camera Clipping
function vellaCameraClipping = 
(
	filein ((getDir #userscripts + "\\Vella\\Automation\\JV_CameraClipping.ms"))
)

Rollout

So previously we only had 1 Rollout for our Modifiers. In Part 2 I’m going to demonstrate how we can add more categories to our rollouts. This will give you a visual idea of how we will set up the rollout:

We have 4 categories in my case: Common, Convert, Automate, Modifiers

Modifiers has labels such as: Geometry, Splines, UVW etc.

This is useful since if I make more in the future they can be rolled up/down depending on what I’m focusing on. For example my Automate category is usually things I need when set designing and Modifiers when I’m building assets. Lets add to our rollout those categories:

-- Rollout for Panel "Common"
rollout vellaCommonRollout "Common" category:1
(
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)

-- Rollout for Panel "Automation"
rollout vellaConvertRollout "Convert" category:2 
(
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)

-- Rollout for Panel "Automation"
rollout vellaAutomationRollout "Automate" category:3 
(
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)

-- Rollout for Panel "Modifiers"
rollout vellaModifierRollout "Modifiers" category:4
(
	-- We add labels
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)
-- Create Rollout Floater
rf = newRolloutFloater "Vella" 120 800
addRollout vellaCommonRollout rf 
addRollout vellaConvertRollout rf 
addRollout vellaAutomationRollout rf
addRollout vellaModifierRollout rf

-- Dock Rollout
CUI.REGISTERDIALOGBAR rf
CUI.DOCKDIALOGBAR rf #cui_dock_right

As you can see each rollout can be added to our main rollout floater and add them as categories using the category: attribute.

Lets put 3 things in our "Common" category.

-- Rollout for Panel "Common"
rollout vellaCommonRollout "Common" category:1
(
	
	button btn_copy "Copy" iconName:"CommandPanel\Motion\BipedRollout\MotionFlow\Copy" tooltip:"Copy" across:2
    on btn_copy pressed do vellaCopyObject() 
	
	button btn_paste "Paste" iconName:"CommandPanel\Motion\BipedRollout\MotionFlow\Paste" tooltip:"Paste"
    on btn_paste pressed do vellaPasteObject()
	
	
	button btn_gsm "Get Selected Mtls" iconName:"MaterialEditor\GetMaterial" tooltip:"Get Material" across:2
	on btn_gsm pressed do vellaGetSelectedMat()  	
)

I wont break down all the variables/items as we have already done this in Part 1. However you will notice a new attribute called across:2

This is assigned to the first button, which tells it for the next 2 buttons have them side by side. You can extend this as as wide as you like horizontally and have 5 buttons etc.

Continue to add your functions to each rollout and register any new rollouts/categories below the rollout in the -- Create Rollout Floater section.


Transferring this to another computer or 3dsmax version

So your final script should look something like this

-- MODIFIER FUNCTIONS

-- Chamfer
function yourModChamfer =
(
	-- your modifier code here
)
etc...

-- EXTERNAL SCRIPT FUNCTIONS

-- Camera Clipping
function vellaCameraClipping = 
(
	filein ((getDir #userscripts + "\\Vella\\Automation\\JV_CameraClipping.ms"))
)
etc..

-- ROLLOUTS

-- Rollout for Panel "Common"
rollout vellaCommonRollout "Common" category:1
(
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)

-- Rollout for Panel "Automation"
rollout vellaConvertRollout "Convert" category:2 
(
	-- We add buttons/icons/tooltip/across:value
	-- We add on button pressed do function
)
etc...
-- Create Rollout Floater
rf = newRolloutFloater "Vella" 120 800
addRollout vellaCommonRollout rf 
addRollout vellaConvertRollout rf 
etc...

-- Dock Rollout
CUI.REGISTERDIALOGBAR rf
CUI.DOCKDIALOGBAR rf #cui_dock_right

Save this .ms file into your scripts startup directory:

%localappdata%\Autodesk\3dsMax\yourmaxversion\ENU\scripts\startup

All your external scripts should be in a folder in:

%localappdata%\Autodesk\3dsMax\yourmaxversion\ENU\scripts\yourfolder

They can be in subfolders or just all in one folder, that’s up to you:

You can make a zip folder with all your scripts and your startup script and take that with you, when you place them in the same directory as your ENU then they will be available on any new computer or 3dsmax version you switch to. No need to install your scripts/modifiers one by one as your rollout will load automatically on startup and call any script from that folder with your buttons/icons, tooltips and labels. Enjoy!

The final zip contents:

Maxscript – Modifiers, Rollouts and taking your scripts with you (Part 1)


Modifiers

You might ask yourself why bother when we can either press ‘x’ and search for the modifier or add them to our Modifier Sets:

The reason I choose to write my own is for 2 reasons, I can create a button for them using an icon and more importantly set up the default behavior for each modifier – chamfer settings, loft settings, etc.

Here is an example of my chamfer modifier:

-- Switch to modifiers tab
max modify mode

-- Modifier
theMod = Chamfer()
-- Modifier Settings
theMod.SmoothType = 1
theMod.miteringType = 0
theMod.amount = 0.25
theMod.useminangle = off
theMod.tension = 0.5
theMod.smoothtoadjacent = on
theMod.segments = 2

-- Instance modifier on sub-object level or muiltiple objects
if modPanel.validModifier theMod then modPanel.addModToSelection theMod

max modify mode – The first line is important to switch to the modifier panel so it begins the modifier mode.

-- Modifier and -- Modifier Settings – This block is just assigning the settings to the modifier I want, all this you can get from the listener while applying your settings on a test object. It will give you feedback such as:

$.modifiers[#Chamfer].segments = 2

if modPanel.validModifier theMod – is especially useful, first it checks if the object is valid so it doesn’t throw an error like trying to assign a Lathe to an Editable Polygon object.

then modPanel.addModToSelection theMod – applies to any object such as a group of objects or anything selected that is valid.


Functions

So lets get into it. First we make our maxscript .ms and assign each modifier to a function:

-- Chamfer
function vellaModChamfer =
(
	-- Switch to modifiers tab
	max modify mode

	-- Modifier
	theMod = Chamfer()
	-- Modifier Settings
	theMod.SmoothType = 1
	theMod.miteringType = 0
	theMod.amount = 0.25
	theMod.useminangle = off
	theMod.tension = 0.5
	theMod.smoothtoadjacent = on
	theMod.segments = 2

	-- Instance modifier on sub-object level or muiltiple objects
	if modPanel.validModifier theMod then modPanel.addModToSelection theMod
)

-- Extrude
function vellaModExtrude =
(
	-- Switch to modifiers tab
	max modify mode
	
	-- Modifier
	theMod = Extrude()
	-- Modifier Settings
	theMod.amount = 10
	theMod.mapcoords = on

	-- Instance modifier on sub-object level or muiltiple objects
	if modPanel.validModifier theMod then modPanel.addModToSelection theMod	
)

Continue to add as many as you need with your custom settings. I have created 2 functions in this case to demonstrate how to display them as I have in the above screenshot.


Rollout

Now we make the rollout that you see on the right side next to my Create panel. So in your .ms file below your functions create a rollout.

-- Extrude
function vellaModExtrude =
(
	-- your modifier code here (as above)
)

-- Rollout for Panel "Modifiers"
rollout vellaModifierRollout "Modifiers" 
(
	-- Label Seperator 
	label label_geo "Geometry"
	
	button btn_mvc "Chamfer" iconName:"StateSets\DisplayAsBox" tooltip:"Chamfer" 
    on btn_mvc pressed do vellaModChamfer()
	
	-- Label Seperator 
	label label_splines "Splines" 
		
	button btn_mvx "Extrude" iconName:"CivilView\Normal" tooltip:"Extrude"
    on btn_mvx pressed do vellaModExtrude()
)

-- Create Rollout Floater
rf = newRolloutFloater "Vella" 120 800
addRollout vellaModifierRollout rf

-- Dock Rollout
CUI.REGISTERDIALOGBAR rf
CUI.DOCKDIALOGBAR rf #cui_dock_right

When you run the script in the editor (ctrl+E) you will get this new rollout:

Lets break down what’s happening in the rollout:

rollout vellaModifierRollout "Modifiers" 

This simply creates the rollout, give it a name which can be anything to reference back to – I chose the variable vellaModifierRollout , and “Modifiers” will be the category title.

-- Label Seperator 
	label label_geo "Geometry"

I want to keep my Geometry and Spline modifiers separate, so we can do that with a label. I chose the variable label_geo and the name "Geometry"

button btn_mvc "Chamfer" iconName:"StateSets\DisplayAsBox" tooltip:"Chamfer" 
    on btn_mvc pressed do vellaModChamfer()

button btn_mvc "Chamfer" – Create a button, assign the variable btn_mvc , give it a name "Chamfer".

iconName:"StateSets\DisplayAsBox“. You can find the icons that come with 3dsmax here, Add the “Path\IconName”. Thanks to MAYOI.ME for this tip.

tooltip: is what will show when you hover your mouse over the button.

on btn_mvc pressed do vellaModChamfer() – This references our variable btn_mvc and when the button is pressed, do our function vellaModChamfer()

Continue to do this for your other modifiers/functions.

Now lets register the rollout and put it somewhere:

-- Create Rollout Floater
rf = newRolloutFloater "Vella" 120 800
addRollout vellaModifierRollout rf

-- Dock Rollout
CUI.REGISTERDIALOGBAR rf
CUI.DOCKDIALOGBAR rf #cui_dock_right

rf = newRolloutFloater "Vella" 120 800 – Build the rollout floater, give it a name, add the width and height. In this case height doesn’t really matter since it will be docked.

addRollout vellaModifierRollout rf – Add the rollout we made to the rollout floater variable.

CUI.REGISTERDIALOGBAR rf – register the rollout as a dockable window.

CUI.DOCKDIALOGBAR rf #cui_dock_right – dock it to the right.


Taking your scripts with you

Ok so you have your final script. For our demonstration our final script will look like this:

-- Chamfer
function vellaModChamfer =
(
	-- Switch to modifiers tab
	max modify mode

	-- Modifier
	theMod = Chamfer()
	-- Modifier Settings
	theMod.SmoothType = 1
	theMod.miteringType = 0
	theMod.amount = 0.25
	theMod.useminangle = off
	theMod.tension = 0.5
	theMod.smoothtoadjacent = on
	theMod.segments = 2

	-- Instance modifier on sub-object level or muiltiple objects
	if modPanel.validModifier theMod then modPanel.addModToSelection theMod
)

-- Extrude
function vellaModExtrude =
(
	-- Switch to modifiers tab
	max modify mode
	
	-- Modifier
	theMod = Extrude()
	-- Modifier Settings
	theMod.amount = 10
	theMod.mapcoords = on

	-- Instance modifier on sub-object level or muiltiple objects
	if modPanel.validModifier theMod then modPanel.addModToSelection theMod	
)

-- Rollout for Panel "Modifiers"
rollout vellaModifierRollout "Modifiers" 
(
	-- Label Seperator 
	label label_geo "Geometry"
	
	button btn_mvc "Chamfer" iconName:"StateSets\DisplayAsBox" tooltip:"Chamfer" 
    on btn_mvc pressed do vellaModChamfer()
	
	-- Label Seperator 
	label label_splines "Splines" 
		
	button btn_mvx "Extrude" iconName:"CivilView\Normal" tooltip:"Extrude"
    on btn_mvx pressed do vellaModExtrude()
)

-- Create Rollout Floater
rf = newRolloutFloater "Vella" 120 800
addRollout vellaModifierRollout rf

-- Dock Rollout
CUI.REGISTERDIALOGBAR rf
CUI.DOCKDIALOGBAR rf #cui_dock_right

Save this .ms file into your scripts startup directory:

%localappdata%\Autodesk\3dsMax\yourmaxversion\ENU\scripts\startup

This will load the rollout when you start 3dsmax and dock it to the right. When you switch to another computer copy that .ms script and paste it into the scripts\startup folder and you will have your toolbar with you wherever you go. No need to install your scripts\modifiers one by one!


Macroscripts vs Startup Scripts

Before I wrote these in a Macroscript. However the down side is these don’t transfer from one version of 3dsmax to another quite easily unless you know how to build an mzp file or drag them into your viewport one at a time. We can also do that however I find this is faster since all I need is one .ms file and instantly get all my modifiers from one version to another or one computer to another. We can also do this with our other custom scripts but ill explain more in Part 2. How did you get more than two icons and multiple rollouts like in your first screenshot? Also more on that in Part 2.

Pros:

  • Take your scripts everywhere with you with one .ms file
  • Instantly load all your scripts/buttons/icons/tooltips etc on startup
  • No need to add hundreds of .mcr files to your macroscripts directory
  • Scripts are loaded on button press, 3dsmax starts faster

Cons:

  • Cant drag new toolbar buttons to the rollout
  • Each new script has to be added into the function and rollout sections

Happy scripting!

Autodesk Physical to Corona Physical (Material Conversion)

This was a user request from the Corona Forums so I’m also releasing it free for those who need to convert Autodesk Physical to Corona Physical materials. You are free to copy/delete/modify for your own needs. You cannot sell this or a modified version of this script.

Install:

  • Download the maxscript here
  • Drag the .ms file into your viewport
  • 3dsmax Main Menu -> Customize -> Customize User Interface -> Toolbars -> Category -> Vella > Automate PhysicalToCorona
  • Drag this Toolbar button to your toolbar menu

Supports:

  • Diffuse
  • Glossiness and Roughness
  • Opacity
  • Metal
  • Normal / Bump
  • Displacement
  • IOR
  • Anisotropy Amount / Rotation
  • Emission / Self Illumination
  • Clearcoat Amount / Roughness / Bump / IOR (but not Absorption as this behaves differently in Corona)
  • Numerical values such as Base Color Amount, Roughness Amount, IOR value etc.
  • Color swatches such as Base Color, Self-Illumination etc.
  • Keeps all nodes in the hierarchy eg. Diffuse > Falloff > Basecolor.png or Composite nodes etc. Doesn’t really matter how deep the hierarchy goes it just searches for the Bitmaps

Notes:

  • Applies conversion scene wide, not on selected objects.
  • Gamma 2.2 for Diffuse, Gamma 1.0 for all other textures
  • If Metal texture used then Corona Physical Material switches Metalness to ‘Metal’
  • Note about Glossiness: Due to the nature of Autodesk Physical Material using both Roughness & Glossiness instead of just Roughness or Glossiness in Physical Corona Materials it will switch to either Roughness or Glossiness based on your Reflection selection. Since this has an effect on Sheen and Clearcoat your textures and values will be inverted to suit whichever workflow you have selected in the Autodesk Physical Material
  • Converts to Bitmap not CoronaBitmap – if you want to convert to CoronaBitmap you can use the Official Corona Converter after running this script.

Preview:

Autodesk Physical Material

Corona Physical Material

Corona Physical to Autodesk Physical (Material Conversion)

This was a user request from the Corona Forums so I’m also releasing it free for those who need to convert Corona Physical to Autodesk Physical materials. You are free to copy/delete/modify for your own needs. You cannot sell this or a modified version of this script.

Install:

  • Download the maxscript here
  • Drag the .ms file into your viewport
  • 3dsmax Main Menu -> Customize -> Customize User Interface -> Toolbars -> Category -> Vella > Automate CoronaToPhysical
  • Drag this Toolbar button to your toolbar menu

Supports:

  • Base Color
  • Roughness or Glossiness
  • Anisotropy Amount / Rotation (hopefully, might need further testing as I have my doubts)
  • IOR
  • Metal
  • Refraction (could be incorrect, still trying to work out how this works in Autodesk Physical)
  • Thin Shell
  • Opacity
  • Emission / Self-Illumination
  • Normal / Bump
  • Normal_Bump, when ‘add gamma’ is used and texture is loaded as 2.2, automatically applies gamma 1.0 to Physical Normal_Bump texture
  • Displacement
  • Clearcoat Amount / Roughness / Bump / IOR
  • Numerical values such as Base Color Amount, Roughness Amount, IOR value etc.
  • Color swatches such as Base Color, Self-Illumination etc.
  • Corona Bitmap to Standard Bitmap conversion
  • All bitmap settings copied from Corona Bitmap (excluding the Output Curves)
  • Keeps all nodes in the hierarchy eg. Diffuse > Falloff > Basecolor.png or Composite nodes etc. Doesnt really matter how deep the hierarchy goes it just searches for the Bitmaps/CoronaBitmaps

Notes:

  • Applies conversion scene wide, not on selected objects.

Preview:

Corona Physical Material

Autodesk Physical Material