Mix material manage scripts

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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isolog
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Posts: 6
Joined: Fri Dec 18, 2015 2:07 pm

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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unsergio
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Joined: Sun Mar 31, 2013 9:55 am

Seems very helpfull, thank you very much!
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atome451
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A must have ! Very usefull. Thanks a lot. :D
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Sorry for my bad english...
docphibs
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Posts: 11
Joined: Tue Aug 04, 2015 3:35 am

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.
Studio21
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Joined: Wed Nov 16, 2016 11:14 am

Super useful. tyvm sir!


Best
Guy
Studio21
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Posts: 212
Joined: Wed Nov 16, 2016 11:14 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
mbutler2
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Posts: 77
Joined: Thu Nov 05, 2015 7:58 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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thanulee
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Joined: Sat Dec 19, 2015 11:00 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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thanulee
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Joined: Sat Dec 19, 2015 11:00 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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