Tag Archives: export

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.