I have some photogrammetry scans of some buildings. I have a total of 128 diffuse maps, and I would like to have them all send to their own color correct node and put them in their own reflection map slot.
You could also use multi texture for this without the randomisation. Although it’s not as tweakable as a colour correction…
oh I guess you need the textures on specific objects. So this doesn’t help..
Haha no indeed, I’ve been thinking about that too, but it’s actually one mesh with a lot of multisub objects materials. Because of the large amount of big textures.
Wouldnt assigning different mtl ids and using vraymultitsubex help?
I tested it out, and I hope I got it right what you want to achieve
I assigned 5 ids to different faces and applied a multi sub mtl to that object.
Then a color correction map, that is linked to each material. I figure you want to have different bump and different glossiness values and so on per mtl. otherwise just one material works.
into the color correction you plugin a vraymultisubtex and in each slot of that your textures. If set (as is the default) “get id from face id”, then you can adjust all of the textures in one go…
see here:
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ok, its a little work but I would just create that multisubtex and then plug all the bitmaps in there and then into the color correction and plug that back into all 128 mtls.
you want to color correct all of them at once, right? not individually…
Indeed, but I’m a very lazy person and don’t have time to click that many times I always try the laziest fastest route and I’m quite certain this could be done with one line of code and the zorb modifier. So here’s to hoping some Maxscript wizard can help me out. @_Lele perhaps?
I see haha. totally get you, I am the same.
although most of the time I spend more time trying to automate something that I could do in less time manually for sure.
multisub = $.material
for m in multisub.materialList do (
cc = ColorCorrect()
cc.src_tex = m.texmap_diffuse
m.texmap_reflection = cc
)
Note it assumes that the material you want to modify is the one of the currently selected object, also it’s as simple as it gets, it can break in many ways if the material is not exactly what expects