Batch Material Editor

11 votes
Version: 
1.9
Date Updated: 
09/25/2021
Author Name: 
Nik

This script allows you batch edit multiple materials and bitmaps.

Additional Info: 

CHANGE LOG:
###################### v1.9
- New. CoronaPhysicalMtl support.

###################### v1.8.1
- New. VrayLightMtl support.
- Fix. VrayMtl integer properties names and number limits.

###################### v1.8
- Fix. Corona Layered Material layers didn't work.
- Fix. CoronaMtl mediaMode added.

###################### v1.7.9
- Fix. It was a bad idea to fill list with compatible shaders only. Now list contains all supported shaders if renderer is installed.
- Fix. Error when last operation was "Clear map slot" and checkbox was enabled.

###################### v1.7.8
- New. Script will use shaders and maps that compatible with current renderer. For example VRayHDRI even in Corona.
- Fix. Renderer identification system is removed. All related errors should be fixed.
- Fix. Mode radiobuttons last state was broken.

###################### v1.7.7
- New. Last used settings now saved in .ini file and works between 3dsMax sessions.
- Fix. Exclude by reflect ior FStorm didn't work.

###################### v1.7.6
- Fix. Default X position now 200px instead of 1500px, for people who have small resolution screen.
- Fix. Error when current renderer is not supported.

###################### v1.7.5
- New. Partly VRayHDRI map support.

###################### v1.7.4
- New. FStorm material and bitmaps support.
- New. Shaders list will contain only shaders available in current render engine.
- Changed. Small changes in Exclude rollout.
- Changed. ms file is removed. You can comment first line of script to use it like .ms
- Changed. Script is now called "Batch Material Editor" without "Corona".
- Changed. Script is now only on ScriptSpot.
- Changed. Macro Category was changed to "Nik Scripts".

###################### v1.7.2
- Fix. Maps mode didn't work.

###################### v1.7.1
- Changed. GO button disabling behaviour.
- Changed. UI disabling behaviour.
- Fix. Clear map slot.
- Fix. Previous mode.

###################### v1.7
- New. Medit selection material mode (Read Help)
- New. Medit selection map mode (Read Help)
- New. Help on forum and Help button in UI
- New. Message string for errors and summary info
- New. GO button will be disabled when properties selection is invalid
- New. Dialog will save Position, Mode and Filter in current 3dsMax session
- Changed. Ignore materials renamed to Exclude materials
- Changed. New intuitive UI in Exclude materials
- Changed. Bitmaps UI is not locked by default
- Changed. Bitmaps switches automatically enabled when property is modified
- Changed. Now randomized value can't be more or less than valid value

###################### v1.6
- New. Randomization of any float and color values.
- New. Size, offset, angle parameters for Bitmaps and CoronaBitmaps.
- New. Clear all maps in selected parameters (map slots). You can undo that

###################### v1.5
- New. Ignore materials by some properties. Works with CoronaMtl and VrayMtl.

###################### v1.4
- New. Properties now sorted by class and name. Class is visible in list.
- New. You can filter them via filter class presets buttons or/and by name.
- New. Now you can select multiple properties IF all of them share similar output values.
- New. Bitmap and Coronabitmap properties.
- Changed. Code optimisation.

###################### v1.35
- Changed. "All materials" and "Selected materials" buttons that starts changing property will be disabled when list is empty (if search is invalid).
- Fix. Error caused by invalid search.
- Changed. Code optimisation.

###################### v1.3
- New. Adaptive dialog height.
- Fix. Some bugs.
- Changed. Code optimisation.

###################### before 1.3 changelog is lost

Comments

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sedus69's picture

So thank you

you're the best

mogamma's picture

Legend

Thank you!!

mogamma's picture

Legend

Thank you!!

NiK684's picture

glossiness-roughness

"I can't find an option (in Vray mat) to switch between glossiness-roughness in BRDF section."
Bool - brdf_useRoughness

"Batch medit for Corona7 Physical material?"
Added in v1.9

mogamma's picture

Batch medit for Corona7 Physical material?

Hi Nik,

Firstly, your script is fantastic. We use it on every project that comes through the studio. So thank you :)
Unfortunately the new release of Corona (7) has thrown a curve ball with the new CoronaPhysical material. Do you have any plans to incorporate this into your script? Or is your work on the script on the backburner at the moment?

Thanks
Pete

1rv's picture

Nik, I can't find an option

Nik, I can't find an option (in Vray mat) to switch between glossiness-roughness in BRDF section.
Could it be added please?

NiK684's picture

Unfortunately I don't have

Unfortunately I don't have much time to update this script.

kino_unico's picture

Would it be possible to work

Would it be possible to work on a library of materials file?

NiK684's picture

MapChannel is there

I don't quite understand. Map Channel is implemented for bitmaps.

I'm not familiar with this workflow. Why do you need to swap Channel from one slots to another? Why you can't just assign some Channel do reflect, ior etc.?

You see, it would be a feature for very specific task because Diffuse slot can contain different maps with different Channels, as well as other map slots. So in Diffuse slot I could get Channels 1,2,4,6 (in some Composite map) and in Specular I could get 2 and 7. What needs to be swapped with what?

Darran's picture

map slot swapping?

for render to texture, it would be nice to batch swap maps from channel to channel. Mostly I need this for making atlas map page with PBR materials, and only the diffuse channel does a un-modified transfer from one uvw channel to another. If I could batch swap different channels, say specular level or normal, or metalness (IOR) map slots, with diffuse map slot it could solve a lot of problems and save a lot of time. Texture bakers are more for movie stuff or high to low poly stuff than texture atlas'ing stuff, this would help make render to texture useful for texture atlas creation in max.

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