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[Closed] REQ – Condense Shader in the MEdit!

I made it for standard materials, but it can easily be adapted for any class of material I guess.

think i’d ask for better workflow discipline from my art team

Hi groutcho, if you can, it’s would be very very nice =) You can check your script with my sample see. Thank you!!!

it might a result of merging files into one. i met the similar problem in one of projects that worked for. sometimes is very hard to discipline big team of artists.

If you have any maxscript skill, you can do it yourself, I don’t have a Vray licence here, so i won’t be able to know the properties to be compared.

The principle is simple : compare every properties attached to your class of material, included every property of every map in the maps channel, then create clusters of materials that share the same properties, then instantiate all materials in a cluster to the first material of the cluster.

I’m sorry groutcho , but I havn’t any MAXScript skill
But you can download the VRay DEMO (30 days)

http://www.chaosgroup.com/en/2/downloads.html

I have a VRay license and could have a look if it helps…

Are you looking for exactly identical materials, or similar materials though? From the earlier discussions I got the impression it’s the latter.

For my personal job (see the old LINK): i have, for example, 100 shader, 50 shaders are unique. Inside the other 50, there are some IDENTICAL shaders, but with different names. For example, I’ve one green glossy glass. The same shader has different names: Glass001, Glass002, VRayshaderGlass003, but the shader properties are identical, same RGB colour, same glossy, same maps. I think the easy way is to check the most important properties (diffuse, reflection refraction colour, reflection refraction glossy value, reflect and refract colour, fog, maps type for example) if there properties are the same, condense the two (or more shaders) into one, unique material. This is my idea.

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