I'm proud to present my first actually user friendly (kind of) script here on this website.
It's based on a small tool I found a whole while back for automatic shading network setup, but it had tons of problems and still required a lot of tweaking by hand afterwards. I always find myself doing the same thing over and over again, opening file nodes, assigning textures, making sure they are in the right colorspace, and frankly, I've had enough, so I made this.
as defined by presets, that are stored in a JSON file. Documentation is included on how to set up these presets for your preferred render engine, and presets for ReshiftMaterial, aiStandardSurface and of course the standard lambert are included.
making custom presets.
then I will implement it at some point.
You can also define naming conventions you like using, since those are used for automatic texture lookup. It's all very modifyable and preset based.
A general workflow would look like this:
1. Click "Browse root folder" and navigate to where your textures are stored.
When you have a folder in your "Root search folder" line, you can then either
2. a- Use the "Browse" buttons for each kind of map. It'll automatically jump to the root search folder, and if that's not set,
it'll stay in the same directory as the maya file.
2. b- Use the Autosearch by choosing a naming convention from the texture names tab, pressing reset prefixes to apply it, selecting the maps you want to search for with the checkboxes, and then pressing "Autosearch in folder". It can be a bit bothersome if there are multiple materials worth of textures in one folder. That's bad practise, but, it happens. For that, use "Additional substring search" to make sure you grab the right texture files.
For example, if in a folder you had both "cloth_red_DiffuseColor.png" and "cloth_blue_DiffuseColor.png", you'd put "blue" in the substring search to
filter the blue variety of the texture.
3. After all your filenames are in place, you can then name your material in the "Material name" tab,
Check the checkboxes of all the file nodes you want to construct, and choosing a preset for what kind of material you want to make.
Check out the extra options for inverting the Opacity map, and enabling UDIM settings too.
From then on out, you can just modify your material as you see fit.
I hope some of you get some use out of this,
Much love, Sas.