Third Party
V-Ray™ and 3ds-Max™ to MDL Features and Limitations
3ds-Max Connect supports the conversion of native V-Ray to MDL materials on export. Where possible we support as many of the native V-Ray parameters as we can as well as some common 3dsMax nodes. However in some cases it’s not always achievable. The following table shows the currently support list of shaders along with any limitations in parameter conversion.
Note
Vray 5 or 6 is required to utilize the Vray export features of the 3dsMax Omniverse Connector.
Status |
|
---|---|
Renderer dependent |
|
In-progress |
|
Not implemented |
V-Ray
Shader |
Status |
Limitations and Unsupported Parameters |
---|---|---|
VrayMtl |
Reflection
- Fresnel IOR unlocked
- Max depth
- Reflection on back side
- Dim distance
- Dim falloff
- Affect channels
Refraction
- Abbe Number
- Max depth
- Affected channels
- Affected shadows
Fog
- Fog Color
- Fog multiplier
- Fog bias
Translucency
- Translucency
- Scatter coeff
- Fwd/Bck
- Thickness
- Back-side color
- Light multiplier
Self-Illumination
- GI
- Compensate camera exposure
Sheen
- Sheen color
- Sheen glossiness
BRDF
- Type: Phong, Blinn, Ward, GGX
- Use glossiness / Use roughness
- GTR tail falloff
- Anisotropy
- Rotation
- Local axis
- Map channel
Options
- Trace reflections
- Trace refractions
- Cutoff
- Env. Priority
- Double-sided
- Use irradiance map
- Fog system unit scaling
- Effect ID
- Glossy Fresnel
- Preserve energy
- Opacity mode
|
|
VrayFastSSS |
Specular Layer Parameters
- Trace reflections
- Reflection depth
Options
- Single Scatter
- Refraction depth
- Scatter GI
- Cutoff threshold
|
|
VrayNormalMap |
Basic Parameters
- Map Channel
- Map Rotation
|
|
VrayLightMtl |
Basic Parameters
- Compensate camera exposure
- Displace
Direct Illumination
- On
- Cutoff
|
|
VrayBlendMtl |
||
Vray2SidedMtl |
Basic Parameters
- Multiply by front diffuse
- Force Single sided sub-mtl
|
|
VrayDirt |
||
VrayEdgesTex |
Color
- Hidden edges
- Show subtriangles
Width
- World width
- Pixel width
Corners
- Convex only
- Concave only
Width/Radius Multiplier
- Multiplier
|
|
Vray Color |
Color Primaries
- sRGB
- ACEScg
|
|
Vray Bitmap |
Mapping
Mapping Type
- Angular
- Cubic
- Spherical
- Mirrored Ball
- Mapping source
Ground Projection
Processing
- Render mult.
- Filter mult.
- Interpolation
- Filtering
Crop/Place
- Place
UDIM/UVTILE Preview in material Editor
- RGB Primaries
Coordinates
- Angle U/V/W
- UV/VW/WU
- Blur
- Blur offset
Texture mapping
- Mapping: Vertex map channel
- Mapping Planar from Object XYZ
- Mapping Planar from World XYZ
- Use Real-World Scale
Environment mapping
- Mapping: Spherical env.
- Mapping: Cylindrical env.
- Mapping: Shrink wrap env.
- Mapping: screen
|
|
VRayColor2Bump |
- Height:
- Bump Delta Scale:
|
|
VRayBump2Normal |
- Map Channel:
- Mode: Only Tangent Space Supported
|
|
VRayCarpaintMtl |
- Flake Layer: MDL uses different technique to generate Flakes, therefore these parameters are not used in MDL.
- Flake Layer: Flake Filtering
- Flake Layer: Flake Map Size
|
3ds-Max
Shader |
Limitations and Unsupported Parameters |
|
---|---|---|
Noise |
Noise Type
- Fractal
Coordinates
Source
- Vertex Color Channel
- Blur
- Blur Offset
|
|
Dent |
Coordinates
Source
- Vertex Color Channel
- Blur
- Blur Offset
|
|
Mix |
||
Color Correction |
Lightness Advanced
- RGB Gain
- RGB Pivot
- RGB Lift / Offset
|
|
Bitmap Texture |
Coordinates
- Angle U/V/W
- UV/VW/WU
- Blur
- Blur offset
Texture Mapping
- Mapping: Vertex map channel
- Mapping: Planar from Object XYZ
- Mapping: Planar from World XYZ
- Use Real-World Scale
Environment mapping
- Mapping: Spherical env.
- Mapping: Cylindrical env.
- Mapping: Shrink wrap env.
- Mapping: screen
Noise
- On
- Amount
- Level
- Size
- Animate
- Phase
Bitmap Parameters
Filtering
- Pyramidal
- Summed Area
- None
Mono Channel Output
- RGB Intensity
- Alpha
RGB Channel Output
- RGB
- Alpha as Grey
Cropping/Placement
- Apply
- U/V/W/H
Alpha Source
- Image Alpha
- RGB Intensity
- None (opaque)
- Premultiplied alpha
Time
- Start Frame
- Playback Rate
- Sync Frames to Particle Age
End Condition
- Loop
- Ping Pong
- Hold
Output
- Output amount
- Clamp
- RGB offset
- Alpha from RGB Intensity
- RGB level
- Enable Color Map
- Bump Amount
|
|
Falloff |
Falloff Parameters
- Front / Side color/maps
Falloff Type
- Perpendicular/Parallel
- Towards/Away
- Fresnel (F)
- F: Override Material IOR
- F: IOR
- Shadow/Light
- Distance Blend (DB)
- DB: Near Distance
- DB: Far Distance
- DB: Extrapolated
Falloff Direction
- Viewing Direction (cam z)
- Camera X/Y Axis
- Object
- Local X/Y/Z Axis
- World X/Y/Z Axis
|
|
Composite |
||
Blend |
||
Top/Bottom |
Parameters
- Position
- Coordinates
|
|
Gradient Ramp |
Coordinates
- Angle U/V/W
- UV/VW/WU
- Blur
- Blur offset
Texture mapping
- Mapping: Vertex map channel
- Mapping: Planar from Object XYZ
- Mapping: Planar from World XYZ
- Use Real-World Scale
Environment mapping
- Mapping: Spherical env.
- Mapping: Cylindrical env.
- Mapping: Shrink wrap env.
- Mapping: screen
Noise
- On
- Amount
- Level
- Size
- Animate
- Phase
Output
- Output amount
- Clamp
- RGB offset
- Alpha from RGB Intensity
- RGB level
- Enable Color Map
- Bump Amount
|
|
Standard Output |
- Output amount, fixed at 1.0
- Enable color map
|
V-Ray™ Light Support
Lights are mapped to USD Lights on export.
Light Type |
USD Light Type |
---|---|
Vray Light (Plane) |
- USD Rect Light
Length and Width are interchanged with USD Length and Width. Max will modify these on import/export
|
Note
V-Ray and the V-Ray logo, Phoenix FD and the Phoenix FD logo are registered trademarks of Chaos Software Ltd. in Bulgaria and/or other countries. Autodesk, the Autodesk logo, 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.