October 24th, 2025
✨ New Features
- Added a new setting
glTFExtensionsToIgnoreto the settings file. The glTF extensions found in the list are not present in the primary output glTF. - Added support for additional USDA output through the flag
--additionalFormat. - Added new flag
centerBoundingBox, which applies a transformation to the nodes of a scene translating them to the world origin. - Added image reading fallback for OpenImageIO unsupported formats.
- Adds a new flag
--vrayBlendRefractionthat controls the behavior of Refraction in VRayBlend:- The flag receives the minimum threshold in color percentage for refraction in VRayBlendMtl base materials.
- The default value is 10.0%, which closely resembles the previous results and is recommended to resemble VRay CPU results.
- Changing the value to 0% generates results that closely match the VRay GPU results.
- Adds support to VRayProxy mesh conversion:
- Non-mesh VRayProxy objects remain unsupported.
- Adds a more flexible conversion for nodes that, normally, can't be represented as Editble Mesh objects:
- This includes support for Body Object and Compound primitives.
- Add support to Camera conversion from 3ds Max scenes into glTF Cameras:
- Disabled by default, can be enabled with the flag
--convertCameras - At the moment, converting V-Ray cameras is not supported.
- Disabled by default, can be enabled with the flag
- Add flag
--invertNormalTexture, to invert Normal Maps in relation to what we usually expect (OpenGL-style textures). - Add support to .mat file import, through the flag
--inputFormat:- The valid input formats will vary on a per-DCC basis - currently, supported values are 'mat' or 'max'. Default is 'max'.
- Materials will be assigned into a Standard Shader Ball.
- Materials will be baked with the flag
--forceTiledturned on.
🔨 Adjustments
- Add support to 3ds Max 2026
- Adjusted IOR to Metalness workflow to use color saturation during the translation process
- General improvements to translation of several different materials
- The Specular extension in the resulting glTF file is now generally stronger, always controlled by the Specular Color
- Changed logic for hiding nodes based on node and material names
- Match is now performed when the target name is followed or preceded by separators (
-,_,., spaces) when it lies in the beginning or end of a string. E.g.,flying_planeandplane_flyingwould match the target namename
- Match is now performed when the target name is followed or preceded by separators (
- The version of DCC Importer used is now indicated as a docstring on MaterialX files.
- Whenever possible, removes an additional root node introduced by 3ds Max USD Export.
- Currently, this is only possible for scenes with a single root node in the input 3ds Max scene file.
- USD files exported from 3ds Max have been adjusted to always use 1.0 meter per unit, for compatibility.
⚡ Fixes
- Fixed issues with bounding box detection when AABBs have length equal to zero
- Fix issues with version check for 3ds Max 2025.3.X
- Fix issues maintaing scene structure when multiple layers are present in a 3ds Max scene file.
- Attempts to fix invalid normal vectors, to avoid recalculating normals when converting from USD to glTF.
- Mesh names are now correctly kept in glTF files, in addition to the Node names.
- Fix issues with some UV Unwrapping in extreme cases.
- Fixes Volume Attenuation regression introduced in v1.0.
For more information, see the reference documentation for RapidPipeline DCC Importer.