So, imagine buying a pack of models from say Vizpark, and you want to use their pre made Forestpack pro library, adding them to your own.
You then see that each pre-sets materials are looking for maps in the wrong places (some network drive where they were made).
The pre-set files all read a supplemental .mat file (one for each flavour of renderer).
How would one go around editing the mat file's paths fast and efficiently?
Loading the mat file into the editor never adds them to the scene, so any pathing tools never register them missing. The materials all need to be assigned to some node before showing up. Then they get their paths edited (using Collin Senner's relink Bitmaps script), then one has to manually overwrite the mat file entry you updated (all) in the loaded lib, and then finally save and overwrite the .mat file. This is quite some task as you might understand.
Does anyone have a better way or any fancy tools to do this?
Tried opening the mat file in Notepad+, but its obviously binary or encrypted and not readable.
Halp me
You then see that each pre-sets materials are looking for maps in the wrong places (some network drive where they were made).
The pre-set files all read a supplemental .mat file (one for each flavour of renderer).
How would one go around editing the mat file's paths fast and efficiently?
Loading the mat file into the editor never adds them to the scene, so any pathing tools never register them missing. The materials all need to be assigned to some node before showing up. Then they get their paths edited (using Collin Senner's relink Bitmaps script), then one has to manually overwrite the mat file entry you updated (all) in the loaded lib, and then finally save and overwrite the .mat file. This is quite some task as you might understand.
Does anyone have a better way or any fancy tools to do this?
Tried opening the mat file in Notepad+, but its obviously binary or encrypted and not readable.
Halp me
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