Textures renamer script
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On 02/08/2018 at 01:34, xxxxxxxx wrote:
Hi guys
I am completely ignorant of scripts
I wondered if it was possible to write a script that would change the name of all the textures of a project, and relink them.
eg:
wood_diffuse.jpg becomes texture_001.jpg
wood_reflect.jpg becomes texture_002.jpg
carpet.jpg becomes texture_003.jpg
curtain_fabric.png becomes texture_004.png
.....
.....
all this with vray materials, where textures are placed in the VrayAdvBitmap shaderthanks a lot to everyone
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On 02/08/2018 at 15:12, xxxxxxxx wrote:
up
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On 03/08/2018 at 07:21, xxxxxxxx wrote:
Hi Zac Davide, first of all, welcome in the PluginCafe forum.
It's actually not necessary to bump a thread if a day has not passed.
Regarding your question, take in consideration we can only support c4d related stuff, and give you advice about it.
But as you may know or not, a vrayMaterial, is nothing more than a MaterialData and a VrayAdvBitmap, is a ShaderData.All ShaderData are part of a MaterialData. So with the following script, you will iterate over all the shader within the selected material.
And change the texture pathimport c4d # Change the texture path to another one for a VrayAdvBitmap def changeTexture(shader) : before = "wood_diffuse" after = "texture_001" oldPath = shader[c4d.VRAY_BITMAPCCGAMMA_BITMAP_FILENAME] # Read the current value, again I simply drag and drop the parameter in the consoel to knwo the ID newPath = oldPath.replace(before, after) # Replace before value by new value doc = shader.GetDocument() doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader) shader[c4d.VRAY_BITMAPCCGAMMA_BITMAP_FILENAME] = newPath # Assign the new value shader.Message(c4d.MSG_UPDATE) # Iterate a hierarchy and check if the passed is a VrayAdvBitmap shader def recurse_hierarchy(shader) : while shader: # Check if it's a VrayAdvBitmap, I know the ID by drag and drop a VrayAdvancedShader into the console if shader.CheckType(1037364) : changeTexture(shader) recurse_hierarchy(shader.GetDown()) shader = shader.GetNext() # Main function def main() : mats = doc.GetActiveMaterials() doc.StartUndo() # Iterate over selected material for mat in mats: recurse_hierarchy(mat.GetFirstShader()) doc.Endndo() # Execute main() if __name__=='__main__': main()
If you have any question please let me know!
Cheers,
Maxime -
On 03/08/2018 at 10:12, xxxxxxxx wrote:
thank you so much MaximeA
I'll try it immediately, and sorry again for my "precocis bump"