For those who don’t know the tool: Leonid Kychko publishes production utilities and assets for Autodesk 3ds Max. PBR Generator sits between look development and downstream rendering or asset delivery: it analyses existing shading networks, bakes them into texture maps and rebuilds the result as either a Chaos V-Ray VRayMtl or Autodesk Physical Material.
PBR Generator attacks a familiar problem in 3ds Max: a material that works perfectly well in its original scene can become awkward the moment it has to leave that particular combination of maps, corrections, procedural nodes and renderer assumptions. Leonid Kychko’s utility takes those networks, analyses them, bakes their appearance into texture maps and constructs a cleaner target material from the result. The developer currently supports VRayMtl and Autodesk Physical Material as target architectures.
That makes the interesting part of PBR Generator workflow automation rather than a new shading standard. It tries to turn a potentially complicated source graph into a smaller set of image-based inputs that can be handed downstream more predictably. In a pipeline where “just send the material” has historically been the opening line of several unpleasant conversations, that is … very unlike 3ds Max

Inspect before incinerating
There is a nine-channel Smart Analyzer that checks the source material before baking and flags what it calls PBR compliance conflicts, like Falloff maps and colour scaling. PBR Generator also performs what the developer calls Deep Bitmap Extraction. Rather than looking only at top-level map slots, the script recursively searches through layered structures, procedural maps and wrappers to locate the underlying bitmap content. That matters when a source material has accumulated years of versioning archaeology. The utility is not merely taking the first bitmap it sees and calling the excavation complete.
The other preservation mechanism concerns texture transforms. Kychko states that the script captures and restores original UV tiling, offsets and rotation values including uAngle, vAngle and wAngle. That is a less glamorous feature than “one click PBR”, but probably more important to anyone who has seen a supposedly identical rebake return with the texture shifted, scaled or rotated.

Two material exits
Once the bake is complete, PBR Generator can compile the result into either a Chaos VRayMtl or Autodesk Physical Material. Autodesk documents Physical Material as its general physically based material with properties including base colour, roughness and metalness. Because Physical Material is exposed through MAXScript, it is a sensible target for this kind of scripted material construction.
The V-Ray branch builds VRayMtl materials for V-Ray for 3ds Max. Chaos continues to treat V-Ray as a deeply integrated 3ds Max renderer with its own material, texture and rendering toolchain. PBR Generator therefore does not need to solve renderer interoperability in the abstract. It has a specific renderer-facing material target and a separate Autodesk material target.
That distinction is important downstream. A suffix profile bearing the words Unreal Engine does not mean that PBR Generator exports an Unreal project, constructs Unreal material instances or establishes a live bridge – PBR generator includes automatic naming profiles for Default, TurboSquid, Unreal Engine and Cylindo.
Normals get a filter
Normal-map generation is one of the more specific implementation details disclosed by the developer. PBR Generator contains a custom Sobel filter implemented in embedded C# and uses it to derive normal maps from grayscale height information. Sobel filtering is therefore not merely a label on a button here; the developer identifies the mechanism used for this particular conversion.
PBR Generator also provides a Fix Roughness mode. The developer describes this as automatic calibration for situations where glossy and roughness conventions are inverted. That can remove one common source of material conversion errors, particularly when assets have crossed renderer or marketplace conventions.
Maps, not mystery containers
The documented image outputs are PNG at 8 or 16 bits, JPG and TGA. Output resolutions run from 512 pixels to 4K. Those are explicit write formats, not merely formats that the script can inspect or load. The product description does not list OpenEXR, TIFF, PSD or another high-dynamic-range texture output, and it does not document UDIM output.
Small files, bigger consequences
The commercial package is tiny by DCC standards, with the seller’s ArtStation listing showing a roughly 140 KB ZIP. The value proposition is therefore not bundled texture content or another heavyweight application. It is procedural plumbing: interrogate an existing material, preserve relevant mapping information, bake the useful result and assemble a simpler shader from the generated files.
For asset teams, that can be useful at several boundaries. Complex look-development graphs can be practical while an asset remains inside the scene and renderer that created them, yet inconvenient when the same object needs marketplace packaging, realtime preparation or delivery to a renderer configuration with different expectations. A baked texture set gives the receiving side fewer procedural dependencies to reproduce. The trade-off is the usual one: once procedural behaviour has been rasterised, flexibility moves from the source graph into the resolution and content of the generated maps.
The naming profiles reinforce that delivery-oriented use case. Unreal Engine, TurboSquid and Cylindo each appear as suffix presets in the published feature list. Again, these should be understood as filename automation unless the developer documents deeper integration. That still has value. A texture called the right thing without a junior artist renaming 47 files at 18:55 is one of those pipeline improvements nobody puts in a keynote.
Licence labels matter
The Gumroad commercial listing currently shows a $19 Freelancer License for one PC and a $119 Studio License covering up to ten PCs. The Studio description states that it is a commercial package for teams and studios and is valid for ten simultaneous devices. The commercial package is described as fully unlocked for commercial use.
A separate demo is available through Gumroad at $0+. Its listing repeats most of the commercial feature description but does not document a trial duration, watermark, expiry mechanism or precise feature restrictions in the accessible text. The correct description is therefore a free demo, not a time-limited or fully functional trial unless the developer specifies those conditions elsewhere.
https://kileonid.gumroad.com/l/wpdeeo
https://maxscriptshub.blogspot.com/2026/07/pbrgenerator.html
| Product | PBR Generator |
| Developer | Leonid Kychko |
| Host compatibility | Commercial listing: 3ds Max 2020, 2022, 2024, 2025, 2026 and newer |
| Material targets | Chaos V-Ray VRayMtl; Autodesk Physical Material |
| V-Ray compatibility | Commercial listing: V-Ray 5, 6 and 7 |
| Texture output | PNG 8/16-bit, JPG, TGA; 512 px to 4K |
| Processing | Embedded C# Sobel filter documented for normal-map generation; |
| Licence models | Freelancer License for 1 PC; Studio License for up to 10 PCs and 10 simultaneous devices |
| Demo | Gumroad demo, listed at $0+ |
| Documentation | Developer guide |
| Pricing | USD $19.00 Freelancer; USD $119.00 Studio |