mia2vray material converter
This small script will swap selected materials mia shaders into vraymtrl shaders. This script was inspired by Paul Driesen’s script for MayaÂ
#mia2vray converter #author: gareth bell #date: 15-10-2012 #This script will break the back of converting mia shaders in selected materials into vrayMtls #Use: Select materials. Run import win32com.client import siutils from siutils import si from siutils import C xsi = Application coll = win32com.client.Dispatch( "XSI.Collection" ) vrayMaterials = win32com.client.Dispatch( "XSI.Collection" ) ############################################# def traverse( s, coll ): for p in s.Parameters: if p.Source and p.Source.IsClassOf( C.siShaderParameterID ): coll.Add( p.Source.Parent ) traverse( p.Source.Parent, coll ) for l in s.TextureLayers: for y in l.Parameters: if y.Source and y.Source.IsClassOf( C.siShaderParameterID ): coll.Add( y.Source.Parent ) traverse( y.Source.Parent, coll ) ############################################ def createVrayShader (eachShader): vrayMaterial = xsi.CreateShaderFromProgID("Softimage.VRayMtl.1.0", mat, "VRayMtl") vrayMaterials.AddItems (vrayMaterial) miaName = eachShader.name vrayName = vrayMaterial.FullName #match diffuse colour xsi.SetValue( (str(vrayName) + ".diffuse_color.red"), eachShader.diffuse.red.value, "") xsi.SetValue( (str(vrayName) + ".diffuse_color.green"), eachShader.diffuse.green.value, "") xsi.SetValue( (str(vrayName) + ".diffuse_color.blue"), eachShader.diffuse.blue.value, "") #match reflection colour xsi.SetValue( (str(vrayName) + ".reflection_color.red"), eachShader.refl_color.red.value, "") xsi.SetValue( (str(vrayName) + ".reflection_color.green"), eachShader.refl_color.green.value, "") xsi.SetValue( (str(vrayName) + ".reflection_color.blue"), eachShader.refl_color.blue.value, "") #match refraction colour xsi.SetValue( (str(vrayName) + ".refr_color.red"), eachShader.refr_color.red.value, "") xsi.SetValue( (str(vrayName) + ".refr_color.green"), eachShader.refr_color.green.value, "") xsi.SetValue( (str(vrayName) + ".refr_color.blue"), eachShader.refr_color.blue.value, "") #match roughness xsi.SetValue( (str(vrayName) + ".roughness"), eachShader.diffuse_roughness.value, "") #match gloss xsi.SetValue( (str(vrayName) + ".refr_glossiness"), eachShader.refr_gloss.value, "") #match IOR xsi.SetValue( (str(vrayName) + ".refr_ior"), eachShader.refr_ior.value, "") #match anisotropy a = eachShader.anisotropy.value #equation for getting anisotropy values in range 0 to 10 (mia_shader) converted to -1 to 1 (vray_shader) is (a/5.0)-1) xsi.SetValue( (str(vrayName) + ".brdf_anisotropy"), (a/5.0)-1.0) #match rotation xsi.SetValue( (str(vrayName) + ".brdf_rotation"), eachShader.anisotropy_rotation.value, "") #match fresnel fres = eachShader.brdf_fresnel.value if fres == True: xsi.SetValue( (str(vrayName) + ".reflection_enable_fresnel"), False, "") else: xsi.SetValue( (str(vrayName) + ".reflection_enable_fresnel"), True, "") inputCnx = win32com.client.Dispatch( "XSI.Collection" ) cnxPoint = win32com.client.Dispatch( "XSI.Collection" ) for p in eachShader.Parameters: if p.Source and p.Source.IsClassOf( C.siShaderParameterID ): inputCnx.Add (p.Source.Parent) cnxPoint.Add (p) for i in range (0, inputCnx.Count): #print inputCnx(i) #print cnxPoint(i).Name if cnxPoint(i).Name == "diffuse": vrayCnxPoint = "diffuse_color" elif cnxPoint(i).Name == "refl_color": vrayCnxPoint = "reflection_color" elif cnxPoint(i).Name == "refr_color": vrayCnxPoint == "refr_color" elif cnxPoint(i).Name == "roughness": vrayCnxPoint == "diffuse_roughness" elif cnxPoint(i).Name == "refr_glossiness": vrayCnxPoint == "refr_gloss" elif cnxPoint(i).Name == "refr_ior": vrayCnxPoint == "refr_ior" elif cnxPoint(i).Name == "anisotropy": vrayCnxPoint == "brdf_anisotropy" elif cnxPoint(i).Name == "brdf_rotation": vrayCnxPoint == "anisotropy_rotation" xsi.SIConnectShaderToCnxPoint( (inputCnx(i).out) , str(vrayName) + "." + str(vrayCnxPoint)) #match name to mia_name xsi.SetValue((str(vrayName) + ".Name"), "VRay" + str(eachShader.name)[3:]) ############################################################# ############################################################# prefs = xsi.Preferences #get commandlog prefs origPrefs = prefs.GetPreferenceValue ("scripting.cmdlog") #turn log off prefs.SetPreferenceValue ("scripting.cmdlog", False) # get material for mat in xsi.Selection: traverse( mat, coll ) coll.Unique = True for eachShader in coll: if "Softimage.mia_material_phen.1.0" in eachShader.ProgID: print "" elif "mentalray.mia_material_x.1.0" in eachShader.ProgID: print "" else: coll.Remove( eachShader ) for eachShader in coll: createVrayShader (eachShader) #get mia shaders output connections and plug them into the newly created vRay shader for s in range (0, coll.count): targets = coll(s).GetShaderParameterTargets("") for eachTarget in targets: xsi.SIConnectShaderToCnxPoint(str(vrayMaterials(s)) + ".out" , eachTarget, False) #delete mia shader xsi.DeleteObj (coll(s)) #empty collections vrayMaterials.RemoveAll() coll.RemoveAll() #restore original log prefs prefs.SetPreferenceValue ("scripting.cmdlog", origPrefs)