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; } } }