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Auto assign material textures on shader.

Auto assign material textures on shader.

Unread postby purchasemediamonks » Wed Jun 27, 2018 2:37 pm

Hello,

Is there going to be like a assign material converter/shader tool for Clarisse where we can create general shader setup in a instant? So with the tool we can import a folder with the names _diffuse, _specular, _specularColor _normal _glossy, _displacement _io _clipmap (alpha) maps and than it auto connects all the textures with the right nodes in between to have a good base to work with? With a lot of assets and different texture applications like Mari, Substance and Photoshop it can be very time-consuming to import, create and connect all the connections for so many assets.

For example on the Polliigon website they have such a tool for Maya. It would be great to some universal assignment tool for Clarisse as well. I'm not sure if I may post a link but if you google, " poliigon maya material converter " you will find it. Looking forward for any ideas on this. Thank you in advanced.

Cheers,
Vincent
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Re: Auto assign material textures on shader.

Unread postby dboude » Wed Jun 27, 2018 4:02 pm

Hi,

It would be nice, but there is so much naming convention that it would take a lot of time to write a universal "shader maker".
For now, we did it for substance. You should have a look here.

Cheers ;)
Démian
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Re: Auto assign material textures on shader.

Unread postby purchasemediamonks » Thu Jun 28, 2018 9:43 am

Hello.

Thank you for your response. A general basic setup will work. Especially if you may choose your own naming inputs at front. I will try the FMX template script to see how it works. I will post something within the scripting forum later if I need some help on this subject. Have a nice day.

Cheers,
Vincent
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Re: Auto assign material textures on shader.

Unread postby dboude » Thu Jun 28, 2018 10:08 am

Ok, have a nice day too.

Cheers ;)
Démian
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Re: Auto assign material textures on shader.

Unread postby mdkai » Thu Jun 28, 2018 6:18 pm

An idea could be to have clarisse use a template for auto sorting large texture folders on import by fetching a simple namestring pattern...
Like substance is doing for it's output, such pattern could be stored in the same way like the current variables and then saved or loaded per project, application etc...

So say you get a name pattern like this
<mesh>_<channel>_<UDIM>.{ext}
The string can then resolved to filter and place each texture where it belongs and hook it up in the correct channel.
This can of course be done using python, however larger numbers of files will be processed slower as python is not so great with multithreading ..or at least I would have no idea how to speed things up ..

Certainly this works only with a strict naming convention but thats already needed and fits clarisse shading layer/ rule based approach perfectly.
Same as with simply saving and loading it as a cfg file for the definition ...

Just saying :)
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