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TexConvert

A Texture converter for VRay and C4DtoA - alSurface

  • Gets VRay material.
  • Gets active material layers.
  • Gets data from active layers.
  • Stores active layer data.
  • Create C4DtoA shader network.
  • Create alShader node.
  • Applies stored VRay data to alShader node, creating necessary nodes (eg. image, bitmap, noise, bump2d etc.)

How to use

  • Simply import the script into C4D's script manager
  • Select the material you wish to convert
  • Click execute and bam! it should have converted it. There are some limitations being worked on

Current Limitations

  • Not all features of the VRay material can translate across yet...
  • Only tested using a VRayAdvancedMaterial
  • No support for textures inside filters, c4d noises or builtin elements such as checkerboard.
  • Will convert multiple VRay materials at a time Unknown upper limit

What does convert:

  • Bump

    • Texture Map
    • Bump amount
  • Luminosity Layer

    • Colour
    • Amount
    • Texture Map (if present)
  • Specular Layer 2

    • Colour
    • Brightness
    • Texture Map (if present)
    • Fresnel IOR
    • Reflection Glossiness
    • Reflection Glossiness Texture Map (if present)
    • Anisotropy
    • Anisotropy Texture Map (if preset)
    • Anisotropy Rotation
  • Specular Layer 2

    • Colour
    • Brightness
    • Texture Map (if present)
    • Fresnel IOR
    • Reflection Glossiness
    • Reflection Glossiness Texture Map (if present)
    • Anisotropy
    • Anisotropy Texture Map (if preset)
    • Anisotropy Rotation
  • Diffuse Layer 1

    • Colour
    • Brightness
    • Texture Map (if present)
    • Transparency Colour
    • Transparency Amount
    • Transparency Texture Map (if present)
    • Roughness
    • Roughness Texture Map (if present)
  • Refraction Layer

    • Colour
    • Brightness
    • Texture Map (if present)
    • IOR
    • Glossiness
    • Glossiness Texture Map (if present)
  • SSS Layer

    This is more of a template transfer to get your texture map / colours across.
    Refinement will be needed on the radius / depth and weightings

    • Scale
    • Overall Colour (colour 1 in AlSurface)
    • Overall Colour Texture Map (if present)
    • Sub Surface Colour (colour 2 in AlSurface)
    • Sub Surface Colour Texture Map (if present)
    • Scatter Colour (colour 3 in AlSurface)
    • Scatter Colour Texture Map (if present)