Info:
Buy Full version
Artstation https://www.artstation.com/a/55554898
Download Free Demo version
Artstation https://www.artstation.com/a/55554071
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Main features:
- One-click PBR automation: Instantly converts any complex shading network into a clean, optimized material.
- 9-channel smart analyzer: Automatically detects PBR compliance conflicts like Falloff maps or color scaling before baking.
- Flawless matrix preservation: Securely captures and restores original UV tiling, offsets, and all three rotation angles (
uAngle,vAngle,wAngle). - Deep bitmap extraction: Recursively drills through complex layers, procedural maps, and wrappers to find the core textures.
- Dual shading architecture: Native compilation for both Chaos V-Ray (
VRayMtl) and Autodesk Physical Material. - Multi-format texture engine: Full support for professional output pipelines including PNG (8/16-bit), JPG, TGA.
- Advanced relief generation: Built-in custom .XT Sobel filter algorithm to generate precise vector Normal Maps from grayscale height data.
- Live visual preview hub: Real-time dynamic monitoring slots for every active texture channel being processed.
- Bypass protection systems: Hardware-enforced safeguards and manual calibration tools like the "Fix Roughness Mode" utility.
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Version Compatibility:
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Base Name
- Defines the core prefix for all baked textures (e.g., Wood_Oak, Fabric_Velvet). The script automatically attaches the selected suffixes and extensions to this name.
Export Path & Browse (...)
- Sets the destination directory on your hard drive where all generated PBR maps will be saved. Clicking the ellipsis button opens a standard folder browser.
Sub-Folder
- An optional toggle to create an isolated folder (e.g., “Maps”) inside your export path. Keeps your project organized and prevents textures from mixing with other project files.
Suffix Set & Help (?)
- Instantly switches between naming conventions tailored for popular platforms and engines (Default, TurboSquid, Unreal Engine, Cylindo). The “?” button brings up a comprehensive guide to suffix mapping.
Format
- Selects the file type and color depth for your output textures (PNG 8-bit/16-bit, JPG, TGA) to match your workflow requirements.
Size
- Sets the final baking resolution, ranging from 512px up to professional 1K/2K/4K maps.
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Map Control
- Global matrix for managing the generation of texture channels. Allows you to selectively choose which PBR layers to bake and configures how their UV coordinates will be processed.
Maps
- Checkboxes to toggle individual PBR texture slots for baking, including Color (Diffuse), Relief (Normal/Bump), Reflectivity (Metalness, Roughness), Transparency (Refraction, Opacity, FGloss), and specialized fabric parameters (Sheen Rough).
Sub-Maps / Force Tile
- A universal bypass switch available for each channel. When checked, it automatically saves your original custom UV tiling coordinates from RAM and safely applies them to the newly generated PBR material on exit, protecting maps from being flattened or reset to 1.0.
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Material Preview
- Visual monitoring and output control hub. Displays real-time interactive previews of all baked texture channels and provides tools for final material creation and assignment.
Diffuse Preview & View Base Color
- The main large window showing the baked Diffuse (Base Color) texture. The "View Base Color" button instantly opens the saved file in full resolution using the default image viewer.
Sub-Map Previews & View Buttons (NRM, MTL, ROU, GLO, RFR, HIG)
- Compact slots that update dynamically as textures are processed, paired with buttons to open each specific map (Normal, Metallic, Roughness, Glossiness, Refraction, Height/Displacement) in a full-screen window.
Status: Ready
- Real-time software feedback string. Keeps the artist informed about the plugin's current state, displaying task progress, baking steps, or completion alerts.
Material Type
- Dropdown menu to select the destination shading architecture for the generated output. Allows switching between Chaos V-Ray (VRayMtl) and native Autodesk Physical Material.
Create Material & Assign to Object
- One-click material generation and scene assignment triggers. Compiles the baked files from disk into a fully configured PBR shader inside the active Material Editor slot and assigns it to selected geometry.
Drag to Assign
- An interactive material button that holds the generated PBR shader instance. Allows artists to manually drag-and-drop the material onto any specific object or node directly within the 3ds Max viewport.
EXPORT ALL
- The master engine trigger. Instantly starts the full automation pipeline: captures UV coordinates, clears memory cache, bakes all selected maps sequentially, and compiles the final material without manual intervention.
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Material Parameters
- Advanced options panel for controlling naming structures, image filtering, and procedural texture processing. Provides precise control over bump values, normal generation, and PBR compliance tools.
Naming Prefix, Name & Suffix
- Interactive slots to construct the final material name. Automatically combines your custom prefix, the core object name, and the text suffix (e.g., _PBRmtl) into a clean string.
Texture Blur & Filtering Type
- Controls the anti-aliasing and sharpness of the generated bitmaps. Allows adjusting the blur value and choosing the optimal sampling method (Pyramidal, Summed Area, or None) to prevent texture shimmering.
Texture Type
- Switches the pipeline configuration between native Standard Bitmap texture nodes and dedicated high-performance VRayBitmap loaders depending on your project engine requirements.
Bump Level & Orig. V. Checkbox
- Defines the height multiplier for the relief channel. The "Orig. V." checkbox overrides this setting, forcing the script to read and preserve the exact numerical bump value from the original material.
Create Bump & Force Tile
- A dedicated utility button to render and compile a standalone, quick bump/normal map from the active texture slot, complete with an independent Force Tile UV coordinate bypass.
Normal via Sobel Filter & Intensity
- A specialized built-in post-processing engine. Converts black-and-white height data into a clean, modern vector Normal Map using a custom .NET Sobel algorithm with adjustable depth intensity.
Fix Roughness Mode
- An automated calibration tool that instantly scans the active material, forces proper PBR BRDF reflection modes, and corrects inverted glossy/roughness channels to prevent render shading errors.
Show PBR Warnings
- Safety compliance toggle. When checked, the script analyzes the material structure and alerts the artist about dangerous shader pipelines, unlinked textures, or unsupported nodes.
Info Footer & Visit Product Page
- Displays development credentials, active software version (1.0 Full Edition), and features an interactive button that opens the official product webpage for support and documentation.
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PBR Suffix Cheat Sheet
- An interactive reference window that displays the exact text suffixes applied to each baked map depending on the selected export profile. Helps ensure textures are ready for automatic importing into specific game engines or stock marketplaces.
- The script supports five built-in naming profiles for texture export: Default, TurboSquid, Classic, Cylindo, and Unreal Engine.





