Poliigon Material Converter - 3ds Max

Have you ever wanted to click a button and have your Poliigon materials instantly set up correctly within 3dsmax? The Poliigon material converter does just that, and is designed to remove the tedious process of having to plug maps in manually for every new material. Simply select the folder where your materials are located, choose from seven popular rendering engines and convert!

DOWNLOAD THE MATERIAL CONVERTER

Changelog

Compatibility:

3dsmax 2015 (and up)

Installation

Written Instructions:
  1. Drag the installation file onto the 3dsmax viewport.
  2. Navigate to Customize > Customize User Interface > Toolbars. Then under "Category" find "Poliigon" and drag the converter onto either an existing toolbar above the 3d viewport, or create your own new one.
  3. Click the Poliigon logo icon and it's all ready to go!

Interface

The material converter is designed to be very simple to use and offers the following options:

Textures folder

You may either select a single folder or the root folder that holds multiple texture sets. Once the folder has been chosen, the converter will detect and display how many supported materials were found.

Renderer

You may choose between the following supported rendering engines:

  • Arnold
  • Art
  • Corona
  • Mental Ray
  • Octane
  • Redshift
  • V-Ray

Advanced options

  • Include Ambient Occlusion (AO) maps - If ambient occlusion maps are present with the detected materials, they will automatically be added to the material shader setup.
  • Include Displacement maps - If displacement maps are present with the detected materials, they will automatically be added to the material shader setup. Please note that some renderers only allow displacement via a modifier that must be applied to a 3d model. In such cases the displacement map must be added manually, as the script only imports textures into a material shader.
  • Conform UV maps to image dimensions - For textures in a rectangular (non-square) format, this option will adjust the UVs for each map type to match the image dimensions. Please note that this feature does not work with all rendering engines and is disabled by default.
  • Use 16 bit maps - This will replace all 8 bit images with higher quality 16 bit versions when available, and is disabled by default.
  • Apply materials to preview spheres - Enable this option to have each imported material appear on a standard sphere. This will allow you to quickly preview materials before applying them to your models. Please note this function is disabled by default.

Complete materials

The material converter is designed to function only when it detects materials that have a complete set of maps, and will give an error warning if one or more of these maps is missing. In order to form a complete material these four map types are required; COL (color), REFL (reflection), GLOSS, and NRM (normals). 

Please note that some materials come with ALPHAMASKED files instead of a COL map and contain a transparency channel. These will automatically load in if a COL map is not detected.

Specialty maps

All other additional maps that may come with materials are considered specialty and not required for the converter to work. However some of these are directly supported such as AO, Displacement and Alphamasked maps.

Metal materials

When it comes to metal materials Poliigon offers two different workflows; metalness and specular. Unfortunately not all renderers for 3dsmax support the metalness workflow and so the only supported workflow for this converter is the specular workflow. Please make sure to download this workflow to have the converter work properly.

Support

If you encounter any bugs while using the converter then please contact our support team with the details. Thanks!

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