Convert Shaders to Arnold - Arnold for Maya
Convert Shaders to Arnold
Use this to convert existing shaders from Maya or mental ray to standard_surface.
Convert Standard Surface to Arnold OpenPBR
Use this to convert existing shaders from standard_surface to OpenPBR.
Shader Conversion Script
There is also a sample convertShaders.py conversion script available in the \scripts directory of the MtoA installation folder. For example, in Windows it would be here:
scripts\mtoa\convertShaders.py
This simple script converts the following shaders to a standard_surface shader:
aiStandard, aiHair, alSurface, alHair, alLayerColor, alRemapColor, alRemapFloat, alFractal, alFlake, alLayer, lambert, blinn, phong, VRayMtl, mia_material_x_passes, mia_material_x, and dielectric_material.
- Load the script (as a Python file *.py), and the following message should appear.
- Choose to convert all of the shaders or just those selected in the Hypershade window.
The Maya shaders will be converted to standard_surface shaders and will approximate the attributes of the Maya shader.
Converted standard_surface shaders render black Phong reflectivity values convert to coat_weight: 1. This may cause any newly converted standard_surface shaders to render as black. If that is the case, try setting coat_weight to 0.