macroScript OneKeySetMat
category:"HYQ SDTools"
toolTip:"OneKeySetMat"
(--------------------------------------------------------------------------------
global num=1 --材質名後綴
global AllMats = scenematerials --收集場景所有材質
global MatIndex=1 --導入下一頁材質球 --材質球計數
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
--導入下一頁材質球
fn LoadNextMat =
(
AllMatsCount = AllMats.count --場景材質球數量
for j=1 to 24 do
(
if AllMatsCount>0 and MatIndex<=AllMatsCount then
(
meditMaterials[j]=AllMats[MatIndex]
MatIndex = MatIndex+1
)
else meditMaterials[j]=Standard()
)
)
------------------------------------------------------------------------------------------------------------------------
--提取複合貼圖
global GetComtexNum = 0
global texsavepath = "" --貼圖存放路徑
global maxfiname = ""
--拼接字符串數組
fn str_join list perm =(
st = ""
for i=1 to list.count do(
st = st + list[i]
if i != list.count then st += perm
)
print st
return st
)
--對判斷這個文件名是否存在
fn IsTextureExist mapname = (
texturepath = mapname
while doesFileExist texturepath do (
filename = getfilenamefile texturepath --文件名
filepath = getFilenamePath texturepath
filetype = getFilenameType texturepath --後綴
filename2 = filterString filename "_"
int1 = filename2[filename2.count] as Integer
int1 +=1
GetComtexNum = int1 --更新全局記數GetComtexNum
filename2[filename2.count] = int1 as string
filename = str_join filename2 "_"
texturepath = filepath + filename + filetype
)
return texturepath
)
fn GetTextureChannel mat = (
case classof mat of (
Standardmaterial: return mat.diffuseMap
VRayMtl: return mat.texmap_diffuse
VRay2SidedMtl: GetTextureChannel mat.frontMtl
VRayMtlWrapper: GetTextureChannel mat.baseMtl
VRayOverrideMtl:GetTextureChannel mat.baseMtl
VRayBlendMtl:GetTextureChannel mat.baseMtl
Multimaterial: (
messagebox "不支持的材質類型!"
return undefined
)
)
)
fn GetComTexture = (
--mfn = maxfiname
--filepath = maxFilePath
filepath = texsavepath
print filepath
filename = getFileNameFile maxfiname
mapname = filepath +"\\"+ filename +"_map_"+ (GetComtexNum as string) + ".jpg"
mapname = IsTextureExist mapname
--rm = renderMap $.material.texmap_diffuse size:[1024,1024] fileName: mapname
print mapname
--rm = rendermap meditmaterials[activemeditSlot].texmap_diffuse size:[1024,1024] filename: mapname
needmap = GetTextureChannel(meditmaterials[activemeditSlot])
print needmap
if needmap != undefined then (
rm = rendermap(needmap) size:[1024,1024] filename: mapname
save rm
close rm
)
)
--判斷文件是否存在,如果存在進進行文件名處理
fn main_GetComTex= (
GetComtexNum += 1
GetComTexture()
)
------------------------------------------------------------------------------------------------------------------------
--自定義結構體Mtl
struct HMtl(mtlDiffuse,mtlReflection,mtlRefraction,mtlBump,mtlOpacity)
struct MatColors(diffuse_col,reflection_col,refraction_col,fog_color,light_col)
------------------------------------------------------------------------------------------------------------------------
--去重複
fn RemoveTheSame List =
(
try
(
local Alist=#()
if List.count>0 then
(
for i=1 to List.count do
(
local t = 1
if Alist.count==0 then (append Alist List[i])
--判斷Alist是否有這個List[i]相同的元素
else if Alist.count>0 then
(
for j=1 to Alist.count do
(
if List[i]==Alist[j] then( t=0;exit) --如果有相同元素則將t設爲0,並退出這次循環
)
--如果將List[i]和Alist裏的每一個元素對比完了,並沒有發現有相同元素,即t還是等於1,則將這個List[i]添加進Alist數組中
if t==1 do append Alist List[i]
)
)
)
--遍歷完了List裏的元素後返回Alist
if (Alist.count>0) then (sort Alist;return Alist)
)
catch()
)
------------------------------------------------------------------------------------------------------------------------
--通道過濾 --通道迭代找出貼圖路徑
--MapChannel 通道名
--MapList 接受貼圖路徑的數組
fn Get_MapChannel MapChannel =
(
--MapList = #() --清空數組
--如果這個通道不爲空則進行下面的判斷
if classof MapChannel != UndefinedClass do
(
filepath =case classof MapChannel of (
--1
Bitmaptexture: if MapChannel.filename!=undefined then MapChannel.filename
--2
falloff: Get_MapChannel MapChannel.map1
--3
Color_Correction: Get_MapChannel MapChannel.map
--4
Mask: Get_MapChannel MapChannel.map
Mix: Get_MapChannel MapChannel.mask --20190423添加
CompositeTexturemap: Get_MapChannel MapChannel.mapList[1] --20190424 合成材質通道
VRayNormalMap:Get_MapChannel MapChannel.normal_map --20192424VrayNormalMap
VRayHDRI: if MapChannel.HDRIMapName!=undefined and MapChannel.HDRIMapName!= "" then MapChannel.HDRIMapName --20190605對hdr貼圖的處理
)
)
)
------------------------------------------------------------------------------------------------------------------------
--20190417 hyq添加 獲取材質的顏色信息
fn Get_Mat_Color Mat=
(
local diffuse_col,reflection_col,refraction_col,fog_color,light_col
case (classof Mat) of
(
VRayMtl:(
diffuse_col = Mat.diffuse
reflection_col = Mat.reflection
refraction_col = Mat.refraction
fog_color = Mat.refraction_fogColor
light_col =Mat.diffuse -- 漫反射顏色作爲發光材質的顏色備用色
)
VRayLightMtl:(
print "材質類型爲"
print (classof Mat)
----------如果想要獲取顏色的材質爲燈光材質
--local default_col =(color 0 0 0) --默認顏色
--diffuse_col = undefined
--reflection_col = undefined
--refraction_col = undefined
--fog_color = undefined
diffuse_col = Mat.color
light_col = Mat.color
)
Standardmaterial:(
print "材質類型爲"
print (classof Mat)
diffuse_col = Mat.diffuse
reflection_col=Mat.specular
refraction_col=undefined
fog_color = undefined
light_col =if (Mat.useSelfIllumColor == on) then Mat.selfIllumColor
)
--VRayMtlWrapper:Get_Mat_Color Mat.baseMtl --有BUG,需要修改,提取了兩次,第一次是正確的,第二次就不行了。
--VRayBlendMtl:Get_Mat_Color Mat.baseMtl
--VRay2SidedMtl:Get_Mat_Color Mat.frontMtl
default:(
--print "材質類型爲"
--print "想要提取顏色的材質暫不支持"
diffuse_col = undefined
reflection_col = undefined
refraction_col = undefined
fog_color = undefined
light_col = undefined
)
)
print("從原材質提取到的顏色有:")
print ("diffuse_col: "+diffuse_col as string)
print ("reflection_col: "+reflection_col as string)
print ("refraction_col: "+refraction_col as string)
print ("fog_color: "+ fog_color as string)
print ("light_col: "+light_col as string)
MatColors_result = MatColors diffuse_col:diffuse_col reflection_col:reflection_col refraction_col:refraction_col fog_color:fog_color light_col:light_col
)
-------------------------------------------------------------------------------------------------------------------------
--201904182211--Set Color
--HMtl 獲取到的原材質球的貼圖信息
--MatColors 獲取到的原材質球的顏色信息
fn Set_Mat_Color HMtl MatColors Mat=
(
--201904191209,添加判斷是特殊材質,抽取顏色,或者抽取漫反射顏色放到反射通道里
--加多一個判斷,如果是falloff通道,而通道里以沒有貼圖,則將對應通道取的的顏色放到fallof裏的顏色裏
--isSetColor = matchpattern Mat.name pattern:"YF_moshajinshu"
case (classof Mat) of
(
VRayMtl:(
print "目標材質類型爲:"
print (classof Mat)
if (HMtl.mtlDiffuse ==undefined AND MatColors.diffuse_col!=undefined) then Mat.diffuse = MatColors.diffuse_col
--判斷,如果原材質沒有漫反射貼圖,目標材質的漫反射是falloff通道,則將原材質的漫反射顏色放到目標材質的漫反射顏色,並且目標材質的漫反射通道falloff的兩個顏色也設置成這個顏色
if (HMtl.mtlDiffuse ==undefined AND MatColors.diffuse_col!=undefined AND classof Mat.texmap_diffuse==falloff) then
(
--Mat.texmap_diffuse.color1=MatColors.diffuse_col
--print "falloff Color"
--print MatColors.diffuse_col as string
Mat.texmap_diffuse.color1 = MatColors.diffuse_col
Mat.texmap_diffuse.color2 = Mat.texmap_diffuse.color1
)
--if (HMtl.mtlReflection ==undefined AND MatColors.reflection_col!=undefined AND Mat.reflection !=(Color 0 0 0) ) then Mat.reflection = MatColors.reflection_col
--if (HMtl.mtlRefraction ==undefined AND MatColors.refraction_col!=undefined AND Mat.refraction !=(Color 0 0 0)) then Mat.refraction = MatColors.refraction_col
--if (HMtl.mtlRefraction == undefined AND Mat.refraction !=(Color 0 0 0) )then Mat.refraction_fogColor = MatColors.fog_color --如果材質球的折射refraction 的顏色不等於純黑色,則將原始材質的fogcolor顏色抽取過來給目標新材質
-- Mat.selfIllumination = MatColors.light_col --標準VRayMtl不用抽取原材質的這個顏色,一切以模版裏的這個顏色的值爲準
)
VRayLightMtl:(
print "材質類型爲"
print (classof Mat)
----------如果想要獲取顏色的材質爲燈光材質
--local default_col =(color 0 0 0) --默認顏色
--diffuse_col = undefined
--reflection_col = undefined
--refraction_col = undefined
--fog_color = undefined
if MatColors.light_col != undefined then Mat.color=MatColors.light_col
)
Standardmaterial:(
print "材質類型爲"
print (classof Mat)
if (HMtl.mtlDiffuse ==undefined AND MatColors.diffuse_col!=undefined ) then Mat.diffuse = MatColors.diffuse_col
if (HMtl.mtlDiffuse ==undefined AND MatColors.reflection_col!=undefined ) then Mat.specular =MatColors.reflection_col
--refraction_col=undefined
--fog_color = undefined
if MatColors.light_col != undefined then Mat.selfIllumColor =MatColors.light_col
)
)
)
------------------------------------------------------------------------------------------------------------------------
--獲取Mtl的貼圖
fn Get_Map Mtl =
(
if ((superclassof Mtl)!=material) then return Mtl
matClass= classof Mtl --獲取選擇物體的材質類型 VR:VRayMtl; 標準:Standardmaterial; 多維子材質:Multimaterial ;混全材質:Blend
case matClass of
(
--1
VrayMtl:(
---漫反射通道
mtlDiffuse =if Mtl.texmap_diffuse!=undefined then Get_MapChannel Mtl.texmap_diffuse
--print mtlDiffuseMap.count
---凹凸通道
mtlBump = if Mtl.texmap_bump!=undefined then Get_MapChannel Mtl.texmap_bump
--print mtlBump.count
---反射通道
mtlReflection = if Mtl.texmap_reflection!=undefined then Get_MapChannel Mtl.texmap_reflection
--print mtlReflectionMap.count
---折射通道
mtlRefraction = if Mtl.texmap_refraction!=undefined then Get_MapChannel Mtl.texmap_refraction
--print mtlRefractionMap.count
---鏤空通道
mtlOpacity = if Mtl.texmap_opacity!=undefined then Get_MapChannel Mtl.texmap_opacity
--print mtlOpacity.count
)
-------------------------------------------------
Standardmaterial:(print "Standardmaterial:"
---漫反射通道
mtlDiffuse =if Mtl.diffuseMap!=undefined then Get_MapChannel Mtl.diffuseMap
--print mtlDiffuseMap.count
---凹凸通道
mtlBump = if Mtl.bumpMap!=undefined then Get_MapChannel Mtl.bumpMap
--print mtlBump.count
---反射通道
mtlReflection = if Mtl.reflectionMap!=undefined then Get_MapChannel Mtl.reflectionMap
--print mtlReflectionMap.count
---折射通道
mtlRefraction = if Mtl.refractionMap!=undefined then Get_MapChannel Mtl.refractionMap
--print mtlRefractionMap.count
---鏤空通道
mtlOpacity = if Mtl.opacityMap!=undefined then Get_MapChannel Mtl.opacityMap
)
-------------------------------------------------
VRayLightMtl:(print "VRayLightMtl:"
mtlDiffuse =if Mtl.texmap!=undefined then Get_MapChannel Mtl.texmap
)
-------------------------------------------------
Multimaterial:(messagebox "這是一個多維子材質,請處理後再給材質!")
-------------------------------------------------
Blend:(messagebox "這是一個混合材質Blend,請處理後再給材質!")
--VRayMtlWrapper:Get_Map Mtl.baseMtl
--VRayBlendMtl:Get_Map Mtl.baseMtl
--VRay2SidedMtl:Get_Map Mtl.frontMtl
default: return undefined
)
print "原始材質的貼圖有:"
print("mtlDiffuse:"+mtlDiffuse as string )
print("mtlReflection:"+mtlReflection as string)
print("mtlRefraction:"+mtlRefraction as string)
print("mtlBump:"+mtlBump as string)
print("mtlOpacity:"+mtlOpacity as string)
HMtl2 = HMtl mtlDiffuse:mtlDiffuse mtlReflection:mtlReflection mtlRefraction:mtlRefraction mtlBump:mtlBump mtlOpacity:mtlOpacity
)
-----------------------------------------------------------------------------------------------------------------------------
------給通道賦貼圖
--參數MapChannel 通道名 Mtl.texmap_diffuse 或者Mtl.texmap_refelection
--filepath: 貼圖路徑
fn SetMap MapChannel filepath =
(
if filepath !=undefined then
(
case classof MapChannel of
(
Bitmaptexture:MapChannel.filename = filepath
falloff:(MapChannel.map1 = Bitmaptexture fileName:""; MapChannel.map2 = Bitmaptexture fileName:""; SetMap MapChannel.map1 filepath;MapChannel.map2=MapChannel.map1 )
--Mask:
)
)
)
fn diffuseAndBump Mat = (
if classof Mat ==VRayMtl and classof Mat.texmap_diffuse ==falloff and Mat.texmap_diffuse.map1!= undefined and Mat.texmap_diffuse.map1==Mat.texmap_diffuse.map2 and Mat.texmap_diffuse.map1==Mat.texmap_bump then return 1
else (return 0)
)
-----------------------------------------------------------------------------------------------------------------------------
--對材質球的相關通道進行材質設置
fn SetChannelMap Mat HMtl =
(
--print Mat
--print (classof Mat)
if Hmtl != OK do (
local check1 = diffuseAndBump Mat
case (classof Mat) of
(
VRayMtl: (
--1,漫反射
if (Mat.texmap_diffuse !=undefined ) then SetMap Mat.texmap_diffuse HMtl.mtlDiffuse
--4,凹凸
if (Mat.texmap_bump !=undefined and (classof Mat.texmap_bump == Bitmaptexture) and (Mat.texmap_bump.filename ==undefined or Mat.texmap_bump.filename=="")) then
(
if check1 ==1 then Mat.texmap_bump=Mat.texmap_diffuse.map1
else (SetMap Mat.texmap_bump HMtl.mtlBump) --20190423hyq 如果凹凸與diffuse關聯,當發現凹凸通道里有貼圖的時候就進行這一步賦貼圖的操作了
)
--5 鏤空
if Mat.texmap_opacity != undefined then SetMap Mat.texmap_opacity HMtl.mtlOpacity
)
Standardmaterial:(print "Standardmaterial:"
--1,漫反射
if (Mat.diffuseMap !=undefined ) then SetMap Mat.diffuseMap HMtl.mtlDiffuse
--4,凹凸
if Mat.bumpMap !=undefined and classof Mat.bumpMap == Bitmaptexture and Mat.bumpMap.filename =="" then SetMap Mat.bumpMap HMtl.mtlBump --20190423hyq 如果凹凸與diffuse關聯,當發現凹凸通道里有貼圖的時候就進行這一步賦貼圖的操作了
--5 鏤空
if Mat.opacityMap != undefined then SetMap Mat.opacityMap HMtl.mtlOpacity
)
VRayLightMtl:(if (Mat.texmap !=undefined ) then SetMap Mat.texmap HMtl.mtlDiffuse )
)
Mat.ShowInViewPort = true --在場景中顯示這個材質球的shader效果
return Mat
)
)
--特殊材質
--透明玻璃,窗戶透明玻璃,亮光金屬,磨砂金屬
fn SpecialMaterial Mtl_Tar = (
IsNotSpecMat = false
if (not matchpattern Mtl_Tar.name pattern:"YF_toumingboli*") and ( not matchpattern Mtl_Tar.name pattern:"YF_chuanghutoumingboli*" )\
and ( not matchpattern Mtl_Tar.name pattern:"YF_liangguangjinshu*" ) and ( not matchpattern Mtl_Tar.name pattern:"YF_moshajinshu*" )\
then IsNotSpecMat = true
return IsNotSpecMat
)
--轉換程序A--一切參數以材質庫參數爲準,只抽取原材質球的貼圖放到相應的的位置
--傳入參數:原始材質,目標材質
fn MatA_To_MatB Mtl_Org Mtl_Tar = (
if Mtl_Org != OK do (
--如果MatA與MatB不是材質類型則返回
if (superclassof Mtl_Org)!=material and (superclassof Mtl_Tar)!=material then return #(Mtl_Org,Mtl_Tar)
--MatOrg_params =if Mtl_Org!=undefined then getPropNames(classof Mtl_Org) --原始材質球的屬性
--MatTar_params = if Mtl_Tar !=undefined then getPropNames(classof Mtl_Tar) --目標材質球的屬性
orgi_Maps = Get_Map Mtl_Org --getmaps 提取原始材質的貼圖信息
--對目標材質Mtl_Tar的通道進行賦材質操作
Mtl_Tar2 = copy Mtl_Tar
Mtl_Tar2 = SetChannelMap Mtl_Tar orgi_Maps --對Mtl_Tar進行貼圖賦值
--獲取Mtl_Org的顏色信息
--如果是透明玻璃,窗戶透明玻璃,亮光金屬,磨砂金屬,則使用模板裏的顏色,不從原始材質裏獲取顏色
if (SpecialMaterial Mtl_Tar2 ) do (
Set_Mat_Color orgi_Maps (Get_Mat_Color Mtl_Org) Mtl_Tar2 --對Mtl_Tar進行顏色賦值
)
--對目標材質進行必要的顏色設置
if Mtl_Tar2==undefined then return messagebox "未成功生成材質!"
return Mtl_Tar2
)
)--方法結束
--refs.dependents <MAXWrapper_object> --返回一個與其相關聯的物體的Name 類數組
--從所選擇的物體裏抽取材質,然後查找所有使用到這個材質的物體,以數組的形式返回這些物體
fn GetObjsFromSelect =
(
local Mtls = #() --所選物體的材質名集合
local resultObjs=#()
local noMatObj = #()
--選擇物體沒有材質,直接直接返回選擇的物體
--選擇的物體有材質
--返回與這個材質相關聯的所有物體
--判斷選擇的物體是否只有一個材質
Objs = selection as Array
--Mtls = for obj in Objs where obj.material != undefined collect obj.material.name
for obj in Objs do (if obj.material == undefined then (append noMatObj obj) else append Mtls obj.material.name)
-------------------------------------------
if Mtls.count>0 then Mtls = RemoveTheSame Mtls --清洗材質球
if Mtls.count>1 then messagebox "所先物體有多個材質球,請確認!"
else if Mtls.count==1 and SceneMaterials[Mtls[1]]!=undefined then
( matname = Mtls[1]
mat =SceneMaterials[matname]
refs_objs =refs.dependents mat --正常返回的是一個包含材質與物體的數組,但有些材質不知道什麼原因,沒包含到物體
resultObjs = for obj in refs_objs where superclassof obj == GeometryClass collect obj
--21090422添加
--如果這個objs =refs.dependents mat沒有GeometryClass類的物體,則是直接將選擇的物體返回給resultObjs
if resultObjs.count==0 then resultObjs = Objs
)
resultOjbs = join resultObjs noMatObj
return resultOjbs
--如果有多個材質,提示
--如果只有一個材質,遍歷物體,將它們的材質指定爲MatTemp
)
--從選擇的材質球裏獲取物體
fn GetObjsFromActiveMat =
(
--local Mtls = #() --所選物體的材質名集合
local resultObjs=#()
local noMatObj = #()
mat =meditmaterials[activeMeditSlot]
refs_objs =refs.dependents mat --正常返回的是一個包含材質與物體的數組,但有些材質不知道什麼原因,沒包含到物體
resultObjs = for obj in refs_objs where superclassof obj == GeometryClass collect obj
--如果這個objs =refs.dependents mat沒有GeometryClass類的物體,則是直接將選擇的物體返回給resultObjs
if resultObjs.count==0 then resultObjs = Objs
resultOjbs = if resultObjs != undefined then ( join resultObjs noMatObj)
return resultOjbs
)
--------------------------------------------------------------------------------
--獲取選擇物體的材質,如果有多個材質,提示
fn GetMatFromSelect =
(local objs = selection as array
local mats = for obj in objs where (obj.material!=undefined ) collect obj.material
mats[1] --只取第一個材質
)
--------------------------------------------------------------------------------
--設置材質
--MatTemp材質 --目標材質類型
fn Set_Mat MatTemp =
(
matTar = MatTemp
matTar.name = matTar.name+"_a"+num as string
local mtl = undefined --所選物體的材質球
global objs = if (GetObjsFromSelect() !=undefined )do GetObjsFromSelect() --獲取與選擇物體同材質的所有obj物體,如果些物體沒有給材質,則直接返回這些物體
print "Set OBJ:"
print objs
mtl = if ($ ==undefined )then messagebox "請選擇物體" else (GetMatFromSelect()) --所選物體的材質,如果有多個材質,則直接取第一個材質
print "原始材質爲:"
print mtl
MatTemp2 =if mtl==undefined then matTar else ( MatA_To_MatB mtl matTar)
print "目標材質:"
print MatTemp2
for obj in objs do (obj.material=MatTemp2)
num+=1
)
-------------
fn Set_Mat_B MatTemp =
(
matTar = MatTemp
matTar.name = matTar.name+"_a"+num as string
global objs = if (GetObjsFromActiveMat() !=undefined )do GetObjsFromActiveMat() --獲取與選擇物體同材質的所有obj物體,如果些物體沒有給材質,則直接返回這些物體
print "Set OBJ:"
print objs
mtl = meditMaterials[activeMeditSlot] --材質編輯器中激活的材質球 20191212hyq添加,以激活材質球爲原替換材質
print "原始材質爲:"
print mtl
MatTemp2 = MatA_To_MatB mtl matTar
print "目標材質:"
print MatTemp2
for obj in objs do (obj.material=MatTemp2)
meditMaterials[activeMeditSlot]=MatTemp2
-------20191212新修改
num+=1
)
--與上面的Set_Mat結合,這裏是以名稱爲源然後從材質庫裏找到其對應的材質,將這個材質作爲參數傳給Set_Mat 方法
--MatName 準備指定的材質的材質類型
fn SetMat_FromName MatName = copy currentMaterialLibrary[MatName]
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
---------------------------------------------------------------------------
--try(closeRolloutFloater YFMat);catch()
--try(destroydialog YFMat);catch()
--------------------------------------------------------------------------
--include
---------------------------------------------------------------------------
---------------------------------------------------------------------------
fn ShowRollout =
(
try(closeRolloutFloater YFMat);catch()
YFMat = newRolloutFloater "一鍵給材質" 468 420
--include "OneKeySetMat_M.ms"
scriptfile="OneKeySetMat_M.ms"
fileIn scriptfile
IsMatLibIn = loadMaterialLibrary ((GetDir #scripts)+"\YF_Vary.mat") --加載YF_Vary.mat
if (not IsMatLibIn) then messagebox ("請將材質庫YF_Vray.mat放在scripts文件夾中")
addRollout hyq2 YFMat rolledUp:false
addRollout YFDefaultRlt YFMat rolledUp:true
addRollout YFMat1Rlt YFMat rolledUp:true
addRollout YFMat2Rlt YFMat rolledUp:true
addRollout YFMat3Rlt YFMat rolledUp:true
addRollout YFMat4Rlt YFMat rolledUp:true
addRollout YFMat5Rlt YFMat rolledUp:true
--print YFMat.size
--YFMat.size = [YFMat.size[1],YFDefaultRlt.size[2]]
)
------------------------------------------------------------------------
rollout hyq2 "SetMaterial" width:464 height:27
(
materialButton btn9 "一鍵給材質" pos:[20,4] width:85 height:17
button btn17 "將材質導入編輯器/下一屏" pos:[297,4] width:145 height:17
button btn5 "SelectByMaterial" pos:[153,4] width:85 height:17
----------------------------------------------------------------------------
on btn5 pressed do
(
objByMaterials = if (GetObjsFromActiveMat() !=undefined )do GetObjsFromActiveMat()
try(select objByMaterials);catch(messagebox "空材質,請重新選擇材質球")
)
on btn9 picked MatTemp do
(
Set_Mat MatTemp --調用OneKeySetMat_M.ms 裏的Set_Mat 方法
)
on btn17 pressed do
(
if MatIndex>AllMats.count then MatIndex=1 --如果將所有的材質都導入一遍之後再按此按扭,將重新導入一次
LoadNextMat()
)
)
------------------20191216hyq------------------------------------------------------
rollout GetComMap "提取複合貼圖" width:464 height:161
(
GroupBox grp1 "提取複合貼圖" pos:[0,2] width:373 height:117
edittext edt1 "" pos:[83,36] width:284 height:19
button btn1 "貼圖存放路徑" pos:[4,34] width:80 height:22
button btn2 "提取漫反射貼圖" pos:[262,83] width:100 height:30
--------------------------------------------------------------------------
on btn1 pressed do (
try(
edt1.text = getSavePath()
)catch()
)
on btn2 pressed do (
mfname = MaxFileName --獲取max文件名
if mfname == "" then (mfname = "Untitled.max")
if (maxfiname != mfname) then ( GetComtexNum=0;maxfiname = mfname )
texsavepath = edt1.text
main_GetComTex()
)
)
------------------------------------------------------------------------
rollout YFDefaultRlt "常用材質球" width:464 height:264
(
button YF_taoci "陶瓷" pos:[11,9] width:100 height:20
button YF_dalishi "大理石" pos:[123,9] width:100 height:20
button YF_dengzhaobutouming "燈罩不透明" pos:[235,9] width:100 height:20
button YF_dengdai "燈帶" pos:[347,9] width:100 height:20
button YF_yaguangmucai "啞光木材" pos:[12,40] width:100 height:20
button YF_toumingboli "透明玻璃" pos:[124,40] width:100 height:20
button YF_baijing "白鏡" pos:[236,39] width:100 height:20
button YF_shui "水" pos:[348,40] width:100 height:20
button YF_moshajinshu "磨砂金屬" pos:[12,72] width:100 height:20
button YF_liangguangjinshu "亮光金屬" pos:[124,72] width:100 height:20
button YF_jinsemoshajinshu "金色磨砂金屬" pos:[236,72] width:100 height:20
button YF_jinshujianmoshajinshu "金屬件磨砂金屬" pos:[348,72] width:100 height:20
button YF_yaguangsuliao "啞光塑料" pos:[13,103] width:100 height:20
button YF_yaguangpige "啞光皮革" pos:[125,103] width:100 height:20
button YF_pingmu "屏幕" pos:[237,103] width:100 height:20
button YF_heipingmu "黑屏幕" pos:[349,103] width:100 height:20
button YF_buyi "布藝" pos:[13,134] width:100 height:20
button YF_rongbu "絨布" pos:[125,134] width:100 height:20
button YF_chutao "粗陶" pos:[237,134] width:100 height:20
button YF_kaoqi "烤漆" pos:[349,134] width:100 height:20
button YF_shufengmian "書封面" pos:[14,165] width:100 height:20
button YF_guahua "掛畫" pos:[126,165] width:100 height:20
button YF_hongjiu "紅酒" pos:[238,165] width:100 height:20
button YF_hongjiuping "紅酒瓶" pos:[350,165] width:100 height:20
button YF_zhiwuhua "植物花" pos:[14,197] width:100 height:20
button YF_zhiwuyezhi "植物葉子" pos:[126,197] width:100 height:20
button YF_zhiwushupi "植物樹皮" pos:[238,197] width:100 height:20
button YF_tuliao "塗料" pos:[350,197] width:100 height:20
button btn102 "Button" pos:[15,228] width:100 height:20
button btn103 "Button" pos:[127,228] width:100 height:20
button btn104 "Button" pos:[239,228] width:100 height:20
button btn105 "Button" pos:[351,228] width:100 height:20
------------------------------------------------------------------------
on YF_taoci pressed do ( Set_Mat (SetMat_FromName "YF_taoci"))
on YF_dalishi pressed do ( Set_Mat (SetMat_FromName "YF_dalishi"))
on YF_dengzhaobutouming pressed do ( Set_Mat (SetMat_FromName "YF_dengzhaobutouming"))
on YF_dengdai pressed do ( Set_Mat (SetMat_FromName "YF_dengdai"))
on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
on YF_toumingboli pressed do ( Set_Mat (SetMat_FromName "YF_toumingboli"))
on YF_baijing pressed do ( Set_Mat (SetMat_FromName "YF_baijing"))
on YF_shui pressed do ( Set_Mat (SetMat_FromName "YF_shui"))
on YF_moshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_moshajinshu"))
on YF_liangguangjinshu pressed do ( Set_Mat (SetMat_FromName "YF_liangguangjinshu"))
on YF_jinsemoshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_jinsemoshajinshu"))
on YF_jinshujianmoshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_jinshujianmoshajinshu"))
on YF_yaguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_yaguangsuliao"))
on YF_yaguangpige pressed do ( Set_Mat (SetMat_FromName "YF_yaguangpige"))
on YF_pingmu pressed do ( Set_Mat (SetMat_FromName "YF_pingmu"))
on YF_heipingmu pressed do ( Set_Mat (SetMat_FromName "YF_heipingmu"))
on YF_buyi pressed do ( Set_Mat (SetMat_FromName "YF_buyi"))
on YF_rongbu pressed do ( Set_Mat (SetMat_FromName "YF_rongbu"))
on YF_chutao pressed do ( Set_Mat (SetMat_FromName "YF_chutao"))
on YF_kaoqi pressed do ( Set_Mat (SetMat_FromName "YF_kaoqi"))
on YF_shufengmian pressed do ( Set_Mat (SetMat_FromName "YF_shufengmian"))
on YF_guahua pressed do ( Set_Mat (SetMat_FromName "YF_guahua"))
on YF_hongjiu pressed do ( Set_Mat (SetMat_FromName "YF_hongjiu"))
on YF_hongjiuping pressed do ( Set_Mat (SetMat_FromName "YF_hongjiuping"))
on YF_zhiwuhua pressed do ( Set_Mat (SetMat_FromName "YF_zhiwuhua"))
on YF_zhiwuyezhi pressed do ( Set_Mat (SetMat_FromName "YF_zhiwuyezhi"))
on YF_zhiwushupi pressed do ( Set_Mat (SetMat_FromName "YF_zhiwushupi"))
on YF_tuliao pressed do ( Set_Mat (SetMat_FromName "YF_tuliao"))
--on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
--on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
--on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
--on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
)
------------------------------------------------------------------------
rollout YFMat1Rlt "木材" width:456 height:141
(
GroupBox grp_wood "木材" pos:[8,2] width:432 height:118
button YF_yaguangmucai "啞光木材" pos:[40,23] width:100 height:20
button YF_loukongliangguangmucai "鏤空亮光木材" pos:[173,56] width:100 height:20
button YF_yaguangshimu "啞光實木" pos:[306,24] width:100 height:20
button YF_loukongyaguangmucai "鏤空啞光木材" pos:[40,55] width:100 height:20
button YF_liangguangmucai "亮光木材" pos:[173,24] width:100 height:20
button YF_loukongzhiwu "鏤空植物" pos:[306,56] width:100 height:20
button YF_zhiwuyezhi "植物葉子" pos:[173,88] width:100 height:20
button YF_zhiwushupi "植物樹皮" pos:[40,87] width:100 height:20
button YF_zhiwuhua "植物花" pos:[306,88] width:100 height:20
------------------------------------------------------------------------------
on YF_yaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_yaguangmucai"))
on YF_loukongliangguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_loukongliangguangmucai"))
on YF_yaguangshimu pressed do ( Set_Mat (SetMat_FromName "YF_yaguangshimu"))
on YF_loukongyaguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_loukongyaguangmucai"))
on YF_liangguangmucai pressed do ( Set_Mat (SetMat_FromName "YF_liangguangmucai"))
on YF_loukongzhiwu pressed do ( Set_Mat (SetMat_FromName "YF_loukongzhiwu"))
on YF_zhiwuyezhi pressed do ( Set_Mat (SetMat_FromName "YF_zhiwuyezhi"))
on YF_zhiwushupi pressed do ( Set_Mat (SetMat_FromName "YF_zhiwushupi"))
on YF_zhiwuhua pressed do ( Set_Mat (SetMat_FromName "YF_zhiwuhua"))
)
------------------------------------------------------------------------
rollout YFMat2Rlt "金屬" width:456 height:104
(
GroupBox grp_wood "金屬" pos:[8,2] width:432 height:87
button YF_moshajinshu "磨砂金屬" pos:[40,23] width:100 height:20
button YF_loukongmoshajinshu "鏤空磨砂金屬" pos:[173,56] width:100 height:20
button YF_jinsemoshajinshu "金色磨砂金屬" pos:[306,24] width:100 height:20
button YF_jinshujianmoshajinshu "金屬件磨砂金屬" pos:[40,55] width:100 height:20
button YF_liangguangjinshu "亮光金屬" pos:[173,24] width:100 height:20
button YF_loukongliangguangjinshu "鏤空亮光金屬" pos:[306,56] width:100 height:20
------------------------------------------------------------------------------
on YF_moshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_moshajinshu"))
on YF_loukongmoshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_loukongmoshajinshu"))
on YF_jinsemoshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_jinsemoshajinshu"))
on YF_jinshujianmoshajinshu pressed do ( Set_Mat (SetMat_FromName "YF_jinshujianmoshajinshu"))
on YF_liangguangjinshu pressed do ( Set_Mat (SetMat_FromName "YF_liangguangjinshu"))
on YF_loukongliangguangjinshu pressed do ( Set_Mat (SetMat_FromName "YF_loukongliangguangjinshu"))
)
------------------------------------------------------------------------
rollout YFMat3Rlt "塑料-皮革-布-紗" width:456 height:256
(
GroupBox grp_wood "塑料" pos:[8,2] width:432 height:86
button YF_yaguangsuliao "啞光塑料" pos:[40,23] width:100 height:20
button YF_toumingliangguangsuliao "透明亮光塑料" pos:[173,56] width:100 height:20
button YF_toumingloukongyaguangsuliao "透明鏤空啞光塑料" pos:[306,24] width:100 height:20
button YF_liangguangsuliao "亮光塑料" pos:[40,55] width:100 height:20
button YF_toumingyaguangsuliao "透明啞光塑料" pos:[173,24] width:100 height:20
button YF_toumingloukongliangguangsuliao "透明鏤空亮光塑料" pos:[306,56] width:100 height:20
button YF_liangguangpige "亮光皮革" pos:[173,117] width:100 height:20
button YF_yaguangpige "啞光皮革" pos:[40,116] width:100 height:20
button YF_sichou "絲綢" pos:[306,117] width:100 height:20
GroupBox grp11 "皮革-布藝" pos:[8,97] width:432 height:143
button YF_dengzhaotouming "燈罩透明" pos:[173,204] width:100 height:20
button YF_dengzhaobutouming "燈罩不透明" pos:[40,203] width:100 height:20
button YF_ruanbao "軟包" pos:[306,204] width:100 height:20
button YF_rongbu "絨布" pos:[173,145] width:100 height:20
button YF_buyi "布藝" pos:[40,144] width:100 height:20
button YF_loukongbuyi "鏤空布藝" pos:[306,145] width:100 height:20
button YF_tuansha "圖案紗" pos:[173,174] width:100 height:20
button YF_sha "紗" pos:[40,173] width:100 height:20
button YF_ditan "地毯" pos:[306,174] width:100 height:20
------------------------------------------------------------------------------
on YF_yaguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_yaguangsuliao"))
on YF_toumingliangguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_toumingliangguangsuliao"))
on YF_toumingloukongyaguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_toumingloukongyaguangsuliao"))
on YF_liangguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_liangguangsuliao"))
on YF_toumingyaguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_toumingyaguangsuliao"))
on YF_toumingloukongliangguangsuliao pressed do ( Set_Mat (SetMat_FromName "YF_toumingloukongliangguangsuliao"))
on YF_liangguangpige pressed do ( Set_Mat (SetMat_FromName "YF_liangguangpige"))
on YF_yaguangpige pressed do ( Set_Mat (SetMat_FromName "YF_yaguangpige"))
on YF_sichou pressed do ( Set_Mat (SetMat_FromName "YF_sichou"))
on YF_dengzhaotouming pressed do ( Set_Mat (SetMat_FromName "YF_dengzhaotouming"))
on YF_dengzhaobutouming pressed do ( Set_Mat (SetMat_FromName "YF_dengzhaobutouming"))
on YF_ruanbao pressed do ( Set_Mat (SetMat_FromName "YF_ruanbao"))
on YF_rongbu pressed do ( Set_Mat (SetMat_FromName "YF_rongbu"))
on YF_buyi pressed do ( Set_Mat (SetMat_FromName "YF_buyi"))
on YF_loukongbuyi pressed do ( Set_Mat (SetMat_FromName "YF_loukongbuyi"))
on YF_tuansha pressed do ( Set_Mat (SetMat_FromName "YF_tuansha"))
on YF_sha pressed do ( Set_Mat (SetMat_FromName "YF_sha"))
on YF_ditan pressed do ( Set_Mat (SetMat_FromName "YF_ditan"))
)
------------------------------------------------------------------------
rollout YFMat4Rlt "玻璃-水-鏡子-屏幕" width:456 height:264
(
GroupBox grp_wood "玻璃" pos:[13,8] width:432 height:118
GroupBox grp13 "水-鏡子-屏幕" pos:[13,134] width:432 height:118
button YF_toumingboli "透明玻璃" pos:[44,29] width:100 height:20
button YF_heiboli "黑玻璃" pos:[180,62] width:100 height:20
button YF_butoummoshaboli "不透明磨砂玻璃" pos:[316,30] width:100 height:20
button YF_chuanghutoumingboli "窗戶透明玻璃" pos:[44,61] width:100 height:20
button YF_moshaboli "磨砂玻璃" pos:[180,30] width:100 height:20
button YF_zhezhaoboli "遮罩玻璃" pos:[316,62] width:100 height:20
button YF_chajiboli "茶几玻璃" pos:[44,93] width:100 height:20
button YF_caiseboli "彩色玻璃" pos:[180,94] width:100 height:20
button YF_baijing "白鏡" pos:[44,151] width:100 height:20
button YF_chajing "茶鏡" pos:[316,151] width:100 height:20
button YF_heijing "黑鏡" pos:[180,151] width:100 height:20
button YF_shui "水" pos:[44,182] width:100 height:20
button YF_shuijing "水晶" pos:[316,94] width:100 height:20
button YF_hongjiu "紅酒" pos:[180,182] width:100 height:20
button YF_hongjiuping "紅酒瓶" pos:[316,182] width:100 height:20
button YF_pingmu "屏幕" pos:[180,214] width:100 height:20
button YF_heipingmu "黑屏幕" pos:[316,214] width:100 height:20
button YF_dengdai "燈帶" pos:[44,214] width:100 height:20
------------------------------------------------------------------------------
on YF_toumingboli pressed do ( Set_Mat (SetMat_FromName "YF_toumingboli"))
on YF_heiboli pressed do ( Set_Mat (SetMat_FromName "YF_heiboli"))
on YF_butoummoshaboli pressed do ( Set_Mat (SetMat_FromName "YF_butoummoshaboli"))
on YF_chuanghutoumingboli pressed do ( Set_Mat (SetMat_FromName "YF_chuanghutoumingboli"))
on YF_moshaboli pressed do ( Set_Mat (SetMat_FromName "YF_moshaboli"))
on YF_zhezhaoboli pressed do ( Set_Mat (SetMat_FromName "YF_zhezhaoboli"))
on YF_chajiboli pressed do ( Set_Mat (SetMat_FromName "YF_chajiboli"))
on YF_caiseboli pressed do ( Set_Mat (SetMat_FromName "YF_caiseboli"))
on YF_baijing pressed do ( Set_Mat (SetMat_FromName "YF_baijing"))
on YF_chajing pressed do ( Set_Mat (SetMat_FromName "YF_chajing"))
on YF_heijing pressed do ( Set_Mat (SetMat_FromName "YF_heijing"))
on YF_shui pressed do ( Set_Mat (SetMat_FromName "YF_shui"))
on YF_shuijing pressed do ( Set_Mat (SetMat_FromName "YF_shuijing"))
on YF_hongjiu pressed do ( Set_Mat (SetMat_FromName "YF_hongjiu"))
on YF_hongjiuping pressed do ( Set_Mat (SetMat_FromName "YF_hongjiuping"))
on YF_pingmu pressed do ( Set_Mat (SetMat_FromName "YF_pingmu"))
on YF_heipingmu pressed do ( Set_Mat (SetMat_FromName "YF_heipingmu"))
on YF_dengdai pressed do ( Set_Mat (SetMat_FromName "YF_dengdai"))
)
------------------------------------------------------------------------
rollout YFMat5Rlt "硬裝材質" width:456 height:376
(
GroupBox grp_wood "石材" pos:[8,2] width:432 height:150
GroupBox grp20 "其它" pos:[8,297] width:432 height:71
GroupBox grp22 "牆-地板" pos:[8,152] width:432 height:144
button YF_taoci "陶瓷" pos:[40,23] width:100 height:20
button YF_masaike "馬賽克" pos:[173,55] width:100 height:20
button YF_wenhuashi "文化石" pos:[306,24] width:100 height:20
button YF_dalishi "大理石" pos:[40,54] width:100 height:20
button YF_chutao "粗陶" pos:[173,24] width:100 height:20
button YF_putongcizhuan "普通瓷磚" pos:[306,55] width:100 height:20
button YF_paoguangzhuan "拋光磚" pos:[173,87] width:100 height:20
button YF_yaguangzhuan "啞光磚" pos:[40,86] width:100 height:20
button YF_gaofanshezhuan "高反射磚" pos:[306,87] width:100 height:20
button YF_kaoqi "烤漆" pos:[173,312] width:100 height:20
button YF_guahua "掛畫" pos:[40,311] width:100 height:20
button YF_yaguangshufengmian "啞光書封面" pos:[173,343] width:100 height:20
button YF_shufengmian "書封面" pos:[40,342] width:100 height:20
button YF_guizaoni "硅藻泥" pos:[40,201] width:100 height:20
button YF_fudiao "浮雕" pos:[306,116] width:100 height:20
button YF_tuliao "塗料" pos:[173,119] width:100 height:20
button YF_yaguangqiangzhi "啞光牆紙" pos:[173,171] width:100 height:20
button YF_putongqiangzhi "普通牆紙" pos:[40,170] width:100 height:20
button YF_fansheqiangzhi "反射牆紙" pos:[306,171] width:100 height:20
button YF_fansheguizaoni "反射硅藻泥" pos:[306,202] width:100 height:20
button YF_aotuguizaoni "凹凸硅藻泥" pos:[173,201] width:100 height:20
button YF_baiqiang "白牆" pos:[40,120] width:100 height:20
button YF_liangguangdiban "亮光地板" pos:[173,231] width:100 height:20
button YF_zidingyi "自定義" pos:[306,312] width:100 height:20
button YF_yaguangdiban "啞光地板" pos:[40,231] width:100 height:20
button YF_yaguangkouban "啞光扣板" pos:[173,262] width:100 height:20
button YF_liangguangkouban "亮光扣板" pos:[306,261] width:100 height:20
button YF_yaguangqiangban "啞光牆板" pos:[40,262] width:100 height:20
button YF_liangguangqianban "亮光牆板" pos:[306,231] width:100 height:20
------------------------------------------------------------------------------
on YF_taoci pressed do ( Set_Mat (SetMat_FromName "YF_taoci"))
on YF_masaike pressed do ( Set_Mat (SetMat_FromName "YF_masaike"))
on YF_wenhuashi pressed do ( Set_Mat (SetMat_FromName "YF_wenhuashi"))
on YF_dalishi pressed do ( Set_Mat (SetMat_FromName "YF_dalishi"))
on YF_chutao pressed do ( Set_Mat (SetMat_FromName "YF_chutao"))
on YF_putongcizhuan pressed do ( Set_Mat (SetMat_FromName "YF_putongcizhuan"))
on YF_paoguangzhuan pressed do ( Set_Mat (SetMat_FromName "YF_paoguangzhuan"))
on YF_yaguangzhuan pressed do ( Set_Mat (SetMat_FromName "YF_yaguangzhuan"))
on YF_gaofanshezhuan pressed do ( Set_Mat (SetMat_FromName "YF_gaofanshezhuan"))
on YF_kaoqi pressed do ( Set_Mat (SetMat_FromName "YF_kaoqi"))
on YF_guahua pressed do ( Set_Mat (SetMat_FromName "YF_guahua"))
on YF_yaguangshufengmian pressed do ( Set_Mat (SetMat_FromName "YF_yaguangshufengmian"))
on YF_shufengmian pressed do ( Set_Mat (SetMat_FromName "YF_shufengmian"))
on YF_guizaoni pressed do ( Set_Mat (SetMat_FromName "YF_guizaoni"))
on YF_fudiao pressed do ( Set_Mat (SetMat_FromName "YF_fudiao"))
on YF_tuliao pressed do ( Set_Mat (SetMat_FromName "YF_tuliao"))
on YF_yaguangqiangzhi pressed do ( Set_Mat (SetMat_FromName "YF_yaguangqiangzhi"))
on YF_putongqiangzhi pressed do ( Set_Mat (SetMat_FromName "YF_putongqiangzhi"))
on YF_fansheqiangzhi pressed do ( Set_Mat (SetMat_FromName "YF_fansheqiangzhi"))
on YF_fansheguizaoni pressed do ( Set_Mat (SetMat_FromName "YF_fansheguizaoni"))
on YF_aotuguizaoni pressed do ( Set_Mat (SetMat_FromName "YF_aotuguizaoni"))
on YF_baiqiang pressed do ( Set_Mat (SetMat_FromName "YF_baiqiang"))
on YF_liangguangdiban pressed do ( Set_Mat (SetMat_FromName "YF_liangguangdiban"))
on YF_zidingyi pressed do ( Set_Mat (SetMat_FromName "YF_zidingyi"))
on YF_yaguangdiban pressed do ( Set_Mat (SetMat_FromName "YF_yaguangdiban"))
on YF_yaguangkouban pressed do ( Set_Mat (SetMat_FromName "YF_yaguangkouban"))
on YF_liangguangkouban pressed do ( Set_Mat (SetMat_FromName "YF_liangguangkouban"))
on YF_yaguangqiangban pressed do ( Set_Mat (SetMat_FromName "YF_yaguangqiangban"))
on YF_liangguangqianban pressed do ( Set_Mat (SetMat_FromName "YF_liangguangqianban"))
)
------------------------------------------------------------------------
try closeRolloutFloater YFMat catch()
YFMat = newRolloutFloater "一鍵給材質" 468 420
--include "OneKeySetMat_M.ms"
IsMatLibIn = loadMaterialLibrary ((GetDir #scripts)+"\YF_Vary.mat") --加載YF_Vary.mat
if (not IsMatLibIn) then messagebox("請將材質庫YF_Vray.mat放在scripts文件夾中")
addRollout hyq2 YFMat rolledUp:false
addRollout GetComMap YFMat rolledUp:true
addRollout YFDefaultRlt YFMat rolledUp:true
addRollout YFMat1Rlt YFMat rolledUp:true
addRollout YFMat2Rlt YFMat rolledUp:true
addRollout YFMat3Rlt YFMat rolledUp:true
addRollout YFMat4Rlt YFMat rolledUp:true
addRollout YFMat5Rlt YFMat rolledUp:true
--ShowRollout()
)
OneKeySetMat
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