Hello. While I really like your script and find it usefull and timesaving, it could be better.
As you now, when importing an fbx in to maya the shader will be lambert, blinn and phongs etc. They all use a bump2d node between the shader and the texture. Vray doesn't so I have to delete the bump2d node manually. It takes a while when you have to do this on a lot of shaders
Also
The conversion from ie. phong to VrayMTL glosiness is wrong and it's not possible to fix this in the editor.
The conversion should be
Cosine power (1000) = reflection glossiness (1.0)
I hope you take the time to continually improve the script.
Hello. While I really like your script and find it usefull and timesaving, it could be better.
As you now, when importing an fbx in to maya the shader will be lambert, blinn and phongs etc. They all use a bump2d node between the shader and the texture. Vray doesn't so I have to delete the bump2d node manually. It takes a while when you have to do this on a lot of shaders
Also
The conversion from ie. phong to VrayMTL glosiness is wrong and it's not possible to fix this in the editor.
The conversion should be
Cosine power (1000) = reflection glossiness (1.0)
I hope you take the time to continually improve the script.
Thanks