Mix material manage scripts

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Mix material manage scripts

Postby isolog » Mon Jul 10, 2017 10:59 am

isolog Mon Jul 10, 2017 10:59 am
Through many projects I found Octane‘s materials always end up a mass,
I always struggle with a bunch of Mix materials, especially when duplicate them,
a lot materials need to rename and the links in the Mix materials' parameter need to be replaced.

So I write a group of scripts to make it easier,
feel free to try it in your projects, and manage your materials better.
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Introduce gif:

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>>Down scripts<<
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Re: Mix material manage scripts

Postby unsergio » Mon Jul 10, 2017 12:52 pm

unsergio Mon Jul 10, 2017 12:52 pm
Seems very helpfull, thank you very much!
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Re: Mix material manage scripts

Postby atome451 » Sat Jul 15, 2017 2:24 pm

atome451 Sat Jul 15, 2017 2:24 pm
A must have ! Very usefull. Thanks a lot. :D
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Re: Mix material manage scripts

Postby docphibs » Sat Jul 15, 2017 6:48 pm

docphibs Sat Jul 15, 2017 6:48 pm
This is nice. Definitely something to help manage all of these materials.

I do wonder - and this is a question for aoktar ... It would be amazing if instead of having each shader created displayed in the material manager, you only show the master mix material.

For example, say you have a typical mix material with two other shaders plugged into it. Instead of seeing all three of those shaders in the material manager, we only see the master mix material.

Even better, not that you haven't tried to go down this route I'm not sure, but the way arnold / redshift / cycles treats materials is more ideal. You simply create a new material that acts as a "shell" that houses all of your shaders and your whole node tree. Not sure if this is at all possible obviously. But it would certainly help a lot with this very issue of having a zillion shaders in the material manager.

Thanks.
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Re: Mix material manage scripts

Postby Studio21 » Sun Jul 16, 2017 8:31 am

Studio21 Sun Jul 16, 2017 8:31 am
Super useful. tyvm sir!


Best
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Re: Mix material manage scripts

Postby Studio21 » Sun Jul 16, 2017 8:32 am

Studio21 Sun Jul 16, 2017 8:32 am
docphibs wrote:This is nice. Definitely something to help manage all of these materials.

I do wonder - and this is a question for aoktar ... It would be amazing if instead of having each shader created displayed in the material manager, you only show the master mix material.

For example, say you have a typical mix material with two other shaders plugged into it. Instead of seeing all three of those shaders in the material manager, we only see the master mix material.

Even better, not that you haven't tried to go down this route I'm not sure, but the way arnold / redshift / cycles treats materials is more ideal. You simply create a new material that acts as a "shell" that houses all of your shaders and your whole node tree. Not sure if this is at all possible obviously. But it would certainly help a lot with this very issue of having a zillion shaders in the material manager.

Thanks.


a huge +! on this one
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Re: Mix material manage scripts

Postby mbutler2 » Sun Jul 16, 2017 2:58 pm

mbutler2 Sun Jul 16, 2017 2:58 pm
+1 that mix materials need a better way to organize. Works fine now but you really have to keep your eye on things when you start to get into mixed mixed mixed materials.
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Re: Mix material manage scripts

Postby thanulee » Mon Mar 05, 2018 8:31 pm

thanulee Mon Mar 05, 2018 8:31 pm
Thanks a lot, life saver. Shouldnt octane embed this somehow, if not all functions at least the doublicate a mix without messing up anything? Aoktar? Thoughts? ty
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Re: Mix material manage scripts

Postby thanulee » Fri Mar 30, 2018 5:14 pm

thanulee Fri Mar 30, 2018 5:14 pm
@isolog
Heya, sorry to bother u with this. One problem here, when i doublicate a mix material that has a texture as mix amount that has transform/projection, the transform and projection of texture are not unique. Have u noticed that? Is there a fix? thanks so much for this :)
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