Physical Sun's position is completeley re-calculated, therefore the conversion is not 100% accurate. (Avg. deviation should be less than 0.3%)
Rendersettings:
Rendersettings are newly created based on active rendersetting
Features Vray
Materials:
The first active diffuse channel found will be considered for conversion
The first active specular channel found will be considered for conversion
Glossiness conversion is considering the current shading model
Texture maps will be stripped from Vray bitmap shader. Future versions will support a wider range of Vray shaders
2Sided materials: Corona material inherits all properties from the material linked in slot 1, plus translucency properties of the 2Sided material
BlendMtl: Corona material walks through all slots. If a slot is empty or inactive, the next slot will be checkd, starting at the base slot The first two valid found will be used
DisplaceMtl: Creates a new Corona default material with displacement inherited
BumpMtl: Creates a new Corona default material with bump inherited
Lights:
Conversion of Arealights, Spotlights, Omnilights, IES lights
Support of available area-light types
Inheritance of visibility related features (Viewport visibility, Reflection visibility, Directionality etc.)