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For example when you have a scene with different material types from different renderers, and you want to convert to V-Ray, all existing V-Ray materials can be skipped, saving conversion time! Here you have the option to load your own material library to convert to (based on material name), check if duplicate materials should become instances, whether materials should be skipped when they are the same as you are converting to. In the Material Options rollout, you can influence how materials are converted. Other options here are to save your settings of the script, or load them, if settings have been saved before, saving you extra time setting up the script-options. The whole conversion process is bi-directional, meaning you could for instance convert to V-Ray materials but also back to V-Ray materials if needed. The dropdown list for the material conversion options is filled based upon the renderengines which you might have installed. The General Conversion Settings rollout gives you the options to convert your materials with one click to the type of materials you need, either for a selection of objects or all of the objects inside the scene. No, as this is impossible because materials have different characteristics, but accuracy is more than 95% There is an option to replace all scene materials with materials from your own saved matlib. The script actually corrects some of the bugs from the Autodesk Material Library materials Also during the conversion textures/maps specific for a renderengine will be converter as good as possible. If they are there, they will be changed into instances, keeping the number of materials as low as can be. Next to the material conversion, the script checks if there are duplicate materials inside the scene. The conversion to Scanline/Standard brings along all maps, also procedurals and mix-maps. Most VR applications need Standard materials to work with. Also it will allow you to easily switch between renderengines. And of course you don't want to manually convert materials which are coming in from AutoCAD, Revit and Inventor into 3ds Max (Design).
WHY DOES EVERYONE USE VRAY 2016 PLUS
The major advantage will be an increase in rendering speed (on average 35%) plus it will give you the flexibility you need for your material fine tuning. a basic conversion from and to RedShift conversion from Redshift and Autodesk Materials (any material in the Autodesk Material Library) to any of these renderers: MentalRay, V-Ray, iRay, Corona, Arnold, ART, FStorm, Octane and standard materials conversion from and to any of these renderers: MentalRay, V-Ray, iRay, Corona, Arnold, ART, FStorm, Octane and standard materials conversion to standard materials with bitmap gathering for seemless workflow to Unity/Unreal conversion to standard materials with support for procedural maps
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The Universal Material Converter converts in one click all scene materials into the materials of the renderengine of your choice. Also everyone with an Autodesk Suite willing to render faster. All 3ds Max and 3ds Max Design users starting from release 2017 and up who have the need to go to optimized materials for mental ray, V-Ray, Corona, Arnold and to VR applications.