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global proc forceTexture ()
{
for ($shader in `ls -mat`)
{
if($shader == "lambert1")
{
continue;
}
if($shader == "particleCloud1")
{
continue;
}
string $connections[] = `listConnections ($shader + ".color")`;
if(size($connections) > 0)
{
print ("Ignoring " + $shader + " since it already has a map...\n");
continue;
}
print ("Processing " + $shader + "\n");
float $colour[] = `getAttr ($shader + ".color")`;
int $colourR = $colour[0] * 255;
int $colourG = $colour[1] * 255;
int $colourB = $colour[2] * 255;
string $mapname = "R" + $colourR + "G" + $colourG + "B" + $colourB;
print ("Mapname " + $mapname+ "\n" );
shadingNode -asTexture ramp -name $mapname;
setAttr ($mapname +".colorEntryList[0].color") -type double3 $colour[0] $colour[1] $colour[2];
setAttr ($mapname +".colorEntryList[1].color") -type double3 $colour[0] $colour[1] $colour[2];
setAttr ($mapname +".colorEntryList[2].color") -type double3 $colour[0] $colour[1] $colour[2];
connectAttr ($mapname + ".outColor") ($shader + ".color");
if(`nodeType $shader` == "p3dSimpleShader")
{
setAttr ($shader +".proceduralXRes") 1;
setAttr ($shader +".proceduralYRes") 1;
}else
if(`nodeType $shader` == "lambert")
{
setAttr ($shader +".p3dProceduralTexXRes") 4;
setAttr ($shader +".p3dProceduralTexYRes") 4;
}
}
}
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