I've found some ideas here:
http://forums.cgsociety.org/archive/index.php/t-1028393.html :
gc() -- just for this example, to make sure everything is nice and clean
-- find the scene root. The rootnode, medit, etc are references off this scene root
sceneroot = (for r in (refs.dependents rootnode) where (classof r == Scene) collect r)[1]
-- collect all the assets
origAssets = for i = 1 to AssetManager.GetNumAssets() collect (AssetManager.GetAssetByIndex i)
-- for each of the assets...
for AUIO in origAssets do
(
-- dump info on the asset
local AID = AUIO.GetAssetId() --get the Asset�s ID
local AType = AUIO.getType() --get the Asset�s Type
local AFile = AUIO.getfilename() --get the Asset�s File Name
format "ID:% Type:% File:%\n" AID AType AFile --format the info
-- generate new filename, prepend "XXXX_"
local lFile = filenameFromPath AFile
local lPath = getFileNamePath AFile
local lNewName = lPath + "\\" + "XXXX_" + lFile
-- do the retargetting
atsops.RetargetAssets sceneroot AFile lNewName CreateOutputFolder:false
)
and here:
http://www.scriptspot.com/forums/3ds-max/general-scripting/resource-get-…
fn GetBitmapTextures theObjects =
(
-- Because some submaps can also contain submaps we have to collect materials first, and then still append subMapContainers in the loop bitmapTextureMaps loop
subMapContainers = #()
for obj in theObjects do
(
if obj.material != undefined then
(
submatcount = getNumSubMtls obj.material
for i in 1 to submatcount do
(
append subMapContainers (getSubMtl obj.material i)
)
append subMapContainers (obj.material)
)
)
bitmapTextureMaps = #()
for subMapContainer in subMapContainers do
(
subtexcount = getNumSubTexmaps subMapContainer
for i in 1 to subtexcount do
(
theSubTexMap = (getSubTexMap subMapContainer i)
if theSubTexMap != undefined then
(
if (getNumSubTexmaps theSubTexMap) > 0 then
(
append subMapContainers theSubTexMap
)
else if classof theSubTexMap == bitmapTexture then
(
append bitmapTextureMaps theSubTexMap
)
)
)
)
makeUniqueArray bitmapTextureMaps
)
texmaps = (GetBitmapTextures selection)
for texmap in texmaps do print (texmap.filename)
Here is how I detect textures inside materials for the selected objects:
for s in selection do
(
--textID = 0
if s.material!=undefined then
(
if (finditem uniquematerials s.material==0) do
(
append uniquematerials s.material
newbitmaps=getclassinstances Bitmaptexture target:s.material
)
)
)
I don't use this code:
fn getmapsfromselection =
(
for s in selection do
(
if s.material!=undefined then
(
newbitmaps=getclassinstances Bitmaptexture target:s.material
for b in newbitmaps do
if (finditem bitmaps_for_selection b==0) then append bitmaps_for_selection b
)
)
)
because I need to investigate the materials for map tree, id and so on.
Now the question is:
1. Is the code I have enough and correct for detecting textures inside material?
2. How to detect the textures inside modifiers for the selected objects?
3. How to detect textures used in any other places(sky, hdr etc)
4. How to detect all scene textures
5. How to detect unused textures!
Please answer!!!
barigazy · 2013-04-14