Change map type?

After selecting a bunch of Bitmap Maps in the Slate Material Editor, I would like to convert them to RGB Multiply maps, keeping the original bitmap in the Color 1 slot.

I enabled the Macro Recorder, but the command it spits out refers to each specific material and bitmap path:
meditMaterials[9].diffuseMap = RGB_Multiply MAP1:( Bitmaptexture fileName:"c:\project\scene\texturefile.tga")

How do I make this more generic?

I'm also looking for a quick way to instance a specific bitmap into the Color 2 slot of every RGB Multiply, if possible.

This is for a custom game engine which requires lightmaps to be provided via RGB Multiply.

Thanks for any help!

Eric

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EricChadwick's picture

This is excellent! Thank you

This is excellent! Thank you once again.

Is there an easy way for the first function to delete the named view? I get an error when trying to run it on a 2nd object in the same session.

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

barigazy's picture

#1 fn

Adding one line will fix that. You can change name of view also.

fn selectionStdMatsToSME objs newViewName: = if objs.count != 0 do
(
	local objsStdMats = #()
	for o in objs where o.mat != null do
	(
		if isKindOf o.mat Standard then append objsStdMats o.mat else
		(
			join objsStdMats (getClassInstances Standard target:o.mat)
		)
	)
	if objsStdMats.count != 0 do
	(
		sme.DeleteView (sme.GetViewByName newViewName) off
		local newSMEView = sme.GetView (sme.CreateView newViewName)
		for m = 1 to objsStdMats.count do newSMEView.CreateNode objsStdMats[m] [(m-1)*500,0]
	)
)
selectionStdMatsToSME selection newViewName:"bga"

barigazy

EricChadwick's picture

Aha, sme.DeleteView thank

Aha, sme.DeleteView thank you!

I am curious how to add a bitmap dialog to this script, so I can use a GUI to pick a new lightmap instead of editing the script each time.

I adapted this sample from an Autodesk help tutorial, but it returns an error (-- Type error: copy requires BitMap, got: undefined). And besides I'm not quite sure where to insert it into the existing script.

    theOpenBitmap= selectBitmap()
    if theOpenBitmap != undefined do
    (
      copy theOpenBitmap lightmap2
      close theOpenBitmap
    )

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

barigazy's picture

...

Concept that you used returns bitmap. Then you need to create bitmaptexture.
So can be used like this

lightMap2 = if (bmap = selectBitmap()) != null do (BitmapTex bitmap:bmap ; close bmap)

I prefere to use file name string using another concept

lightMap2 = if (str = getOpenFileName caption:"Pick Light Map") != null do (BitmapTex dilename:str)

barigazy

barigazy's picture

#2fn part3

fn convertToMultiply smeViewName: mapSlotName: lightMap2: overwrite: =
(
	if (view = trackViewNodes[#sme][smeViewName]) != null do
	(
		if (smeNodes = view.numsubs) != 0 do
		(
			lightMap2 = if lightMap2 == unsupplied do (getOpenFileName caption:"Pick Light Map")
			lightMap2 = if lightMap2 != null do BitmapTex filename:lightMap2
			for n = 1 to smeNodes where isKindOf (mat = view[n].reference) Standard do
			(
				if (map = getProperty mat mapSlotName) != null do
				(
					if isKindOf map RGB_Multiply then 
					(
						if overwrite then map.map2 = lightMap2 else (if lightMap2 != null do map.map2 = lightMap2)
					)
					else 
					(
						rgbMulty = RGB_Multiply map1:map
						if overwrite then rgbMulty.map2 = lightMap2 else (if lightMap2 != null do rgbMulty.map2 = lightMap2)
						setProperty mat mapSlotName rgbMulty
					)
				)
			)
		)
	)
)
-- this concept use ei. display the standard 3ds Max file open dialog to pick light map
convertToMultiply smeViewName:"bga" mapSlotName:#diffusemap overwrite:true
--or you can use this to not show open dialog and use filename
convertToMultiply smeViewName:"bga" mapSlotName:#diffusemap lightMap2:@"c:\mapfolder\light_map.jpg" overwrite:true

barigazy

EricChadwick's picture

Thanks barigazy!Now I am

Thanks barigazy!

Now I am trying to set the lightMap2 to use UV map channel 2. Looking through the MXS help file, there's an argument <textureMap.coordinates>.mapChannel Integer but I must not be getting the syntax correct, as it seems to always return an error. How should I format this?

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

barigazy's picture

...

lightMap2.coords.mapChannel = 2

barigazy

EricChadwick's picture

Yay! Thanks again!

Yay! Thanks again!

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

barigazy's picture

#2fn

fn arguments:
smeViewName -- name of newly created sme view
mapSlotName -- map slot name ei. property name
putInMap2 -- if this argument is true them MAP1 will be instanced in MAP2 slot in RGB_Multiply map

fn convertToMultiply smeViewName: mapSlotName: putInMap2: =
(
	if (view = trackViewNodes[#sme][smeViewName]) != null do
	(
		if (smeNodes = view.numsubs) != 0 do
		(
			for n = 1 to smeNodes where isKindOf (mat = view[n].reference) Standard do
			(
				if (map = getProperty mat mapSlotName) != null do
				(
					if isKindOf map RGB_Multiply then (if map.map1 != null and map.map2 == null and putInMap2 do map.map2 = map.map1)
					else (setProperty mat mapSlotName (RGB_Multiply map1:map map2:(if putInMap2 then map else null)))
				)
			)
		)
	)
)
convertToMultiply smeViewName:"bga" mapSlotName:#diffusemap putInMap2:false

Enjoy ;)

barigazy

EricChadwick's picture

This is excellent!

This is excellent! Thanks so much for helping me with this.

The 2nd function isn't quite correct for my situation... I'm trying to add a new bitmap to the material tree, in the Color 2 slot of each RGB Multiply.

I can certainly wire this in by hand, but it's tedious.

This new bitmap gets shared by all the materials on the object (it's a lighting map, baked in Render To Texture).

The existing bitmaps all use UV channel 1, but the new one uses UV channel 2.

I wonder... do I need to invoke a file selection dialog? Or is there a better way to choose this bitmap? Maybe have it already loaded in SME?

If it helps, the file name for the new bitmap always starts with the string "lightmap_" (sans quotes), but there can be two or more of these in the folder (e.g. one for the "wall" model, one for the "floor" model).

Thanks again!

Edit... here's what the end result should look like. The map on the left is the new lighting map that uses UV 2.

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

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