Author Topic: Script for tilling all the different maps  (Read 2345 times)

2019-04-28, 20:26:04

JohnNinos

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Hey Guys!

It's been a while now that I am searching for a script that will do the following task, please if you have something In mind drop it because it will save me a tone of time :)

Example: We have a client which produces fabrics so we get provided with 6 - 12 different color variations in every image that we produce, the problem comes when I would like to test almost all of the fabrics in different models in my scene with random UVs let's say in a sofa, in an armchair and in a plaid on the bed. That means that I have to make for every fabric that I would like to test 3 different tilling options which is a time-consuming process for no reason.
My thought is if there is a script that can change the tilling of Diffuse/Reflection/Reflect gloss/Normal etc. at the same time.

Thank you, Cheers!

2019-04-28, 20:46:15
Reply #1

romullus

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You don't need a script for that, 3ds max slate material editor has controller nodes, that can do that and much more: https://forum.corona-renderer.com/index.php?topic=19915.msg124221#msg124221
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2019-04-29, 09:33:26
Reply #2

JohnNinos

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Hi Romullus,

thanks for your quick response. I have seen this in the past but is maybe even more time consuming than changing the tilling of each map separately.
I am looking for a script that will do what Juraj says in the other thread. Just a tilling node :) Thank you.

2019-04-29, 09:55:54
Reply #3

Frood

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Maybe I don't understand your example correctly but if you would adjust UVWs once on the objects using UVW Xform modifier for example, you would be able to just change the texture(s) leaving them at default 1/1 scale? However, if the samples have different (real world) sizes it does not work of course, but  I assume they are properly prepared.


Good Luck



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2019-04-29, 10:03:08
Reply #4

romullus

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I don't see how it's more time consuming. You only have to wire controllers once and then you can change tilling as much as you want, you don't even have to switch between different materials, as controllers are accessible within slate view window, unlike other maps for which you need to open them in parameter editor first. Once you done wiring for the first time, you don't have to do that ever again, because you can copy material, save it to your library as template and controllers will stay intact. Using controllers may look inconvenient and cumbersome at first glance, but when you try it for a few times, you realise how powerful and flexible they really are. C'mon, just give it a try ;]
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2019-04-29, 10:14:50
Reply #5

Place

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We use a tool like this one: http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer
You make all objects use the same texel density so you have to adjust the tile only the first time.

What do you think about it?

2019-04-29, 10:18:31
Reply #6

JohnNinos

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You might be right Romullus, I tested it and it works like a charm, it was my procrastination speaking :P I really thank you for this tip!

Hey Frood, regarding UVW xForm I had never thought of what this modifier does, I thought that it was like reset xForm for UVs (basically this is it but I didn't know that I can change tilling I was thinking only that resets) :) I'll try that as well later today!

2019-05-03, 12:45:38
Reply #7

JohnNinos

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We use a tool like this one: http://www.scriptspot.com/3ds-max/scripts/advanced-uv-normalizer
You make all objects use the same texel density so you have to adjust the tile only the first time.

What do you think about it?


I'm currently using UVW xform as mentioned above, but Advance UV normalizer seems great tool for some other UV operations so I'm gonna definitely use it, thank you very much :)