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[Closed] REQ – Condense Shader in the MEdit!

the easiest way is compare all material properties for identity. but i don’t see the workflow that allows to make identical materials named differently.
i think that the first step must be the grouping of all materials by their identical texture using.

 lo1

If there was a way to get the material sample as a bitmap, we could have some fun by just comparing the pixels of the bitmap to determine if two materials “look the same”

I was just thinking the same. It may be a naive way, but it could be fun. You could do a material preview render and set a threshold on what rate of pixel difference would be considered as ‘equal’. You could then also look at average difference, maximum local differences, etc.

 lo1

now all that’s left is to write some awful disgusting hack to get the material preview

Ehy guy, I did not think it was so complicated! 🙁
About the texture path. Usually, when we import some models from some library, we copy all the textures in our network drive (Z: exture for example) . Than, with Colin relink script, we relink all the bitmap.
Sorry, I don’t thave any good suggestion for compare two shader. Unfortunately, my idea to check some shader propertires was wrong

Hi all,

HERE

one sample scene, if you need it!
Thanks

do you think many people have VRay?
well…

my tool found 16 VRayMtl materials and 4 unique.

Hi denisT, ehehe for us, we use only VRay. I don’t know if someone else uses some different renderer
Anyway, I update the scene, with different VRay shader and one standard material.

I did the same thing with standard materials, it’s pretty easy. If you’re interested…

Hi groutcho, your script work with all the VRay material? You can test it with my scene sample.

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