Corona To Vray Converter Script

Corona to vray converter (material,light and proxy) all converter in 3. Convert selected nodes only – When enabled, only selected lights, cameras and the materials of selected objects are converted (with applying the other options above for the selection only). If unchecked, the whole scene is converted. Convert Physical Material to VRayMtl – When enabled, converts Physical Material to V-Ray Material. Export maps from Substance Painter using the Corona preset. For custom Substances, you can use the basecolormetallicroughness converted node set to the Vray preset to create the custom outputs. For 3ds Max and Cinema 4D, you use a layered Corona material to handle metal and dielectric materials and bypass the need to convert a 1/IOR map. This Universal Material Converter is an enhanced version of the old AMC script. It convert materials between renderengines. It converts from Autodesk Materials and also converts textures as much as possible when needed. Currently supported renderengines are: MentalRay, V-Ray, iRay, Corona, Scanline, FStorm, ART, Arnold, Octane, Redshift (beta). For more information regarding using our converter please check out the 3DS Max area of our Help Section for tutorials on subjects ranging from basic usage to more in-depth subjects. You may choose between the following supported rendering engines: Arnold. Advanced options.

Plugins and Scripts

Here is a list of some plugins and scripts that are compatible with Corona Renderer. If you are developing a plugin for 3ds Max or Cinema 4D, please contact us – we will add it to this table or help you make it Corona-compatible.

Script

Plugins

NameCategoryLicenseNotes
Phoenix FDFluid Dynamics Simlulation SystemCommercialVersion 3.11.04 or newer
Forest Pack Lite/ProScatter SystemFree/CommercialVersion 4.2.0 or newer
RailClone Lite/ProModelling
Scatter System
Free/CommercialVersion 2.3 or newer
MultiScatterScatter SystemCommercialVersion 1.2.0.5 or newer
MultiTexture MapTexmapFree
BerconMapsTexmapsOpensource
ColorCorrectTexmapFree
DeadlineRender ManagementCommercial
GroundWiz Lite/ProScatter SystemFree/Commercial
VIZPARK Walls & Tiles (LE)TexmapFree/Commercial
GeoMapsTexmapsCommercial
ComplexFresnelTexmapsFreeForum Link
Siger Studio XS Material PresetsMaterial Collection
Material Manager
Commercial
HDR Light StudioEnvironment Lighting SystemCommercial
Project ManagerAsset ManagementCommercial
FilePathFinder PROAsset ManagementCommercial
ANIMACharacter Animation
Crowd System
Free/CommercialVersion 2.0 or newer
ProxSiProxyCommercial
IgNiteProductivity
Environment Lighting System
Asset Management
Commercial
SiCloneScatter SystemCommercial
ForensicUtilityFree
OrnatrixHair and FurCommercial
Hair FarmHair and FurCommercial
Real HDRUtility
Image Based Lighting
CommercialTutorial
VexusRender Pass ManagerCommercialVersion 3.11 or newer
Pulze Scene ManagerScene and Render Pass ManagerCommercialVersion 4.0 or newer
Pulze Render ManagerRender ManagementOpen BetaVersion 4.0 or newer
CoronaToC4DMaterial ManagerCommercial

Scripts

NameCategoryNotes
Corona Material/Lights ConverterConverterInstalled with Corona
VRay proxy to Corona Proxy converterConverter
Panorama exporterUtility
Blender Exporter3rd Party Exporter
Corona Camera ListerUtility
Corona Batch Image Editor GUIUtility
Material Texture LoaderMaterial Manager
Material Creation
Commercial version only

Another great making of, this time from our friends from The Boundary in collaboration with Iain Banks. It was written by Henry Goss, who is the founder of The Boundary together with Peter Guthrie. The studio is based in London and specializes in high end visualizations.

Making of: Barts Square project

The Boundary, working in collaboration with Iain Banks was provided a unique opportunity with the Barts Square project (click for gallery) to challenge our usual work flow and test something new. Our typical workflow involves modelling in Sketchup, exporting to 3ds max, rendering with Vray 3.0 and post production in Adobe Photoshop and Lightroom.
Ever keen to embrace new technologies, both Iain Banks and The Boundary have been experimenting with Corona Renderer for some time but had not found a project suitable for testing it in a commercial ‘real world’ setting. Barts Square seems the perfect project being largely interior shots a large number of images and a good time scale allowing for experimentation.

Modelling

Initially all modelling was done in the usual way using Sketchup for basic geometry, exporting in .3ds format and importing to 3ds max as a single mesh.

Materials

Corona

External environments were photographed and mapped onto planes with an alpha map in a Corona Light Material’s opacity channel to cut out the sky. To boost the illumination of these back drops in dusk shots the light material’s multiplier was increased to suit the scene. This also worked well for reflection maps if the brightness of the context needed to be increased.

The Corona Material Converter(by Martin Geupel) , which is a script which comes with Corona, is excellent and transformed Vray materials into to Corona materials virtually without a hitch. A few minor amendments were required and tweaking of levels etc. One thing that seemed to be required was to change any normal maps to Corona Normal Maps rather than Max or Vray normal maps for best results.

A very useful feature which is missing in Vray is the built in Rounded Corners function in the material settings. This allows you to control the rounded edge of a simple object without having to affect the bump map. The VrayEdgeTex does a similar thing but is in the form of a map which has to be comped with other bump maps and can be a little more involved with complex materials.

Lighting

Lighting setup for the external light global lighting was done using Peter Guthrie’s HDRI skies available at his new shop: http://goo.gl/qmWsnf the Vray HDRI loader was used in this instance as we are used to working with it and it is logical in terms of the horizontal rotation of the map being 360 degrees.
The bitmap loader can also be used of course. Make sure the mapping type is set to Spherical. We have also set the Inverse Gamma somewhere between 0.7 and 0.85 to give a bit of contrast to the light. Generally the processing multipliers are 1.0 and 1.0 and the lighting levels are controlled in the scene by the camera or in the Exposure and Colour Mapping roll up in Main Settings. In this instance the overall multiplier was set to 0.1 with the render multiplier set to 10.0 which worked out the same but provides a visible preview in the material editor.
Typically in Vray we would instance this HDRI into a visible dome light but as Corona does not need this feature we simply instanced it into the environment slot in Environment and Effects.

Internal lighting was done using a combination of Corona Sphere, Rectangle and Disk lights with some light materials for spotlight filaments etc. IES information can be added to any type of Corona light shape rather than having a specific IES light type. We found disc lights were effective for spots with IES data added and used rectangle lights with no IES for more general lighting slots, wall washers etc. Intensity, temperature and visibility are simply controlled in the light setting.

Cameras

Camera setup started with a Vray Camera with a Corona Camera Modifier. A Max camera would work equally well but we tend to use the shift features of the Vray cameras a lot which avoids the need for skew modifiers required on a max camera for achieving the same result.

The camera can then be setup in the CoronaCameraMod settings in much the same way you would control a Vray physical camera. DOF is controlled by the F-stop and focal distance as normal. We tend to use the Vray Camera Target as the focal point rather than overriding the focus with a numerical value but both give the same result

Rendering is where the real flexibility and power of Corona come in.

Rendering is where the real flexibility and power of Corona come in. Rather than having to setup your exposure and white balance prior to render this can all be overridden in Exposure and Colour Mapping during render time. One very useful aspect of this is that it allows depth of field to be controlled by F-stop and target distance alone without having to consider the real world implications of exposure values – just make sure that ‘Use photographic exposure’ is not checked.

For these interiors we found a highlight compression of 5 with a contrast of 4.0 worked well and gave a nice punchy result whilst maintaining a certain softness to the images. We did however play around with this a lot and found it to be very flexible.

Render Settings

Assets

All assets in these scenes were from the usual favourite places and again we found the Corona Material Converter script to work excellently with all of these assets as many of them come with Vray Materials as standard.

ScriptCorona

Corona To Vray Material Converter Script

Post Production

Corona To Vray Converter Script 2018

Finally, there was very little post production in these images as we managed to achieve the results we wanted straight out of Corona. One thing we played around with was steam in the bathrooms using simple photoshop brushes which can be downloaded for free from many places. I understand that there are moves afoot to make these kind of effects possible in Corona with fog and volumetric effects. Definitely worth looking out for.

Corona To Vray Material Converter Script

Henry Goss

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