![]() If mymaterial.diffuseMap != undefined thenĬcnode.rewireMode (Rewire_Mode) : integerĬcnode.tintStrength (Hue_Strength) : floatĬcnode.exposureMode (Lightness) : integerĬcnode.gainRGB (LightnessGainRGB) : floatĬcnode.gammaRGB (LightnessGammaRGB) : floatĬcnode.pivotRGB (LightnessPivotRGB) : floatĬcnode.liftRGB (LightnessLiftRGB) : floatĬcnode. make sure the diffuse slot is not empty If classof mymaterial = Standardmaterial then If classof mymaterials = Multimaterial then deleteitem mymaterials aĪppendifunique mymaterials mysubmaterials If mymaterials.materialList != undefined then appendifunique mysubmaterials mymaterials.materialList - collect submtls If classof mymaterials = Multimaterial then - if multisubmtl, thenįor b=1 to do - loop through submtls check for multisubmtls and collect the submtls If obj.material != undefined do appendifunique mymaterials obj.material If there is a map in the diffuse channel, create a new cc node with the new settings and use the diffusemap as source If there is a mutlimat, get all submats instead and remove the mutlimat itself Should work for standard and multisub-materials ![]() ![]() color correct materials for selected objects. It will list all the material IDs used in the selected objects. It works on selected objects, with only standard and multisub materials (holding standard materials). Here you can find the script that I have made for 3ds Max. Copypasta it all to the maxscript editor, put in your cc values and evaluate the script. You have to put the colorcorrection settings yourself in the script. but just requesting Standard to keep things simple.) (I don't use Vray so that one doesn't work for me, but seems a promising start? Right now I'm using standard materials but may use Mental Ray in the future as well. If not, just having "blank" color correct slots applied would be good. So, perhaps, enter a numerical value into a box for "hue shift" and have that be applied to each selected map. The script is written to work with any version of VRay or 3DS Max. Ideally, I'd have the ability to select several objects and then run a script that applies a color correction map to each diffuse map. Support for native Bitmap texture, Color Correction Map and even 3rd party maps. I can shift+drag the color-correct map within the Slate Editor to copy it, then de-link the copy and apply it to another map, but I need to do this with so many materials that it would get really tedious. Some of them are are "multi/sub object" materials, others aren't. ![]() I have a crapload of unique materials in my scene, and wish to go in and shift the hue/brightness/etc for a bunch of them. ![]()
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