D3D Pythons 1. Material Utilities
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1 D3D Pythons Material Utilities Manual Version.3 Content Important Information Copyright Disclaimer Overview Configuration Copy Material Modify Materials Modify Nodes Reset Materials Add Overlay Unimesh <-> Anime Fix Bumps Unique Toon ID Force Update Ralf Sesseler Dimension 3D d3d@sesseler.de Internet: d3d.sesseler.de
2 Important Information Copyright D3D Pythons : Material Utilities and all included Python scripts are Copyright by Ralf Sesseler. All rights reserved. Disclaimer There is no warranty beyond the legal minimal warranty. In no case, the author shall be liable for any damage on hardware or software caused by using D3D Pythons : Material Utilities.. Overview The Material Utilities consist of nine Python scripts for Poser 6 and 7 that facilitate the work with materials in Poser. Copy Material copies all or selected material parameters from one material to one or several other materials. Modify Materials allows you to change the parameters of the shader tree root for several materials together. Reset Materials resets the selected materials. Add Overlay adds an overlay texture to one or several materials. Unimesh <-> Anime swaps the leg materials for the different types of DAZ Unimesh figures. Fix Bump assigns images to the correct bump type. Unique Toon ID sets a new unique toon ID. Force Update forces an update of the materials in preview. See the separate tutorial about how to run Python scripts in Poser. The script d3dpythonsbuttons.py in poserscripts sets the buttons in the Python Scripts window. The script!d3d_pythons_.py in poserscripts\wacros\userdefined sets the scripts in the Wacro menu... Configuration matgroups.cfg The file matgroups.cfg contains material groups for several Poser figures. These groups are accessible from all scripts with a material list to quickly select the materials in each group. You can modify the existing groups or add own groups for other figures. The format of matgroups.cfg is simple. A line without colon starts the section for a figure, the text of the line is the name of the figure. Each following line with a colon defines a group of materials. The text before the colon is the name of the group, the text after the colon is a list of materials, separated by spaces. A line with a minus sign adds a separator. The names for the figure and groups are arbitrary, they are only displayed in the selection menu. The - -
3 material names are those used by the geometry of the figure in Poser. Empty lines and lines starting with # are ignored. Force Update Some scripts have an option to force an update. This will save the modified material and then reload it. This is rather slow, but it ensures that the P4 settings in the material are set correct and that the preview is correct. Usually, only those settings of the P4 material are updated that are used by Poser for the scene preview. The other settings are ignored. Poser will update these settings only, when you selected the material in the material room, or when you save and reload the scene again. You can also do this kind of update for any object in the scene with the Force Update script. 2. Copy Material Copy Material copies all or selected material parameters from one material to one or several other materials. Source and target materials can be in different objects. The dialog window has four columns. The first column lists all main material parameters. The second contains the materials of the source object, the third those of the target object. The last column has additional options and commands. In the parameter options, you can select whether to copy the parameter value only, the node(s) connected to the parameter, or both. Check force update to force a complete update of the material (see above). With Selection, you get a menu for selecting groups of parameter settings. The only source option is to select a different source object using the Object button. You can also select a different target object in the target options. With Selection, you can select groups of materials (see above). The Apply button copies the material as selected. The OK button also closes the dialog window. With Apply Same, all selected materials with the same name in the source object are copied to the target object. The Close button closes the dialog. Select a prop or an actor of a figure before you start the script. It can't be applied to lights or cameras. The selected prop or figure is set as initial source and target object
4 In the first list, select the material parameters you want to copy. In the second list, select the source material to copy from, and in the third list the materials to copy to. If you want to copy from one object to another, select a different source or target object first. Finally, press OK or Apply to copy the material parameters. 3. Modify Materials Modify Materials allows you to change the parameters of the shader tree root for several materials together. You can do absolute or relative changes. To the left is a list of the materials of the selected object. With the Select menu, you can change the selection. Check the force update option to force a complete update (see above). Below the list are the options. Check delete unused nodes to delete those nodes from the shader tree that become unconnected while change the material. To the right is a list of all material settings of the root node of a shader tree. For each parameter, enter the change you want to do (see below). With the preset menu, you can set several values at once to the parameters defined in the presets. At the bottom are the menu buttons. With Apply, you apply the changes, with OK, you also close the dialog. Close only closes the dialog. The Reset button resets all parameter inputs to the initial state, which means no changes. Parameter Changes For numeric and color values, there are input fields. Leave the field blank for no change. For colors, there are separate inputs for red, green, and blue. With the Color button, you can select a color. The format for the input is as follows: The first character is = to set a value, + to add a value, - to subtract a value, * to multiply by a value, or / to divide by a value. To set a positive value, you can also just enter the value without =. For color fields, you can use integer values ( ) or float values ( ). Only values with a decimal point will be interpreted as float values. In the first drop-down list, you can select a value or color to copy from a different parameter. The changes in the input fields will be applied afterwards, in other words, you can use them to modify the copied value. With the second drop-down list, you can select a node input to take over from another input, or to remove the current node input (No Node). For the on/off parameters, you can select to leave the current setting (==) or to turn it on (Yes) or off (No). Note: Color values will be kept always within the range /
5 Note: The Texture Strength is not a parameter of the root node. It is applied to the image node that is connected to the diffuse color. Select the prop or figure to change before you start the script. Select the materials to change in the material list and enter the changes to do. Then, press OK or apply to perform the changes. modifymaterial.cfg The file modifymaterial.cfg contains presets for the modify material script. The entry presets in the section ---options--- is a list of presets. Each preset is defined in its own section. See the included presets as examples for the format. For a color parameter, there are five entries separated by colons, the three color values and two selections for the lists. For a value parameter, there are three entries. The list selections are the row numbers as displayed in the user interface starting with 0. For the binary values, use 0 for ==, for yes, or 2 for no. The parameter names are the same as in the user interface, but without spaces. 4. Modify Nodes With Modify Nodes, you can modify several nodes of the same kind with the same name in different materials. There are two steps: first select the node and the materials, then modify the node parameters. The first dialog lists all nodes with the same display name and type that exist in one or several materials. When selecting a node, all materials are listed that contain this node. Select the materials to modify and press OK. The second dialog has input fields for all input parameters of the selected node. They can be of the following types: Name: the name displayed on top of the node Text: a text value (e.g. a file name); enter "" to set no value Color: three values for red, green, and blue, either in or format; the Color button opens a color selection dialog Vector: three floating point values Number: a floating point value Number (integer): an integer value Number (menu): a menu selection; enter for the first menu entry, 2 for the second etc. Boolean: either on or off - 4 -
6 If a node can be connected to a parameter as input, you can disconnect the input or select an existing node to connect. Enter a new value or select a value other than == from a menu to change the value. For numeric values, you can put +, -, *, or / in front of the value to calculate the new value, or = to set the value. Options In the last dialog, you can select force update to force an update of the P4 material, and delete unused nodes to delete that are no longer used after the change. Select the prop or figure to modify before you start the script. Select the materials to modify in the first dialog. Select the node to modify in the second dialog. In the last dialog, enter the new values for the parameters. In each dialog, press OK to continue or Cancel to cancel. 5. Reset Materials Reset Materials resets the selected materials. You can use different kinds of resets, e.g. white, black, or transparent. To the left is a list of the materials of the current object. To the right are the options. You can reset the parameter values, disconnect and delete the input nodes, or both. Check force update to force a complete update (see above). You can use white, gray, black, or colored as diffuse and ambient color for the reset. If you check highlight, specular highlight will be on after reset. If you check transparent, transparency will be on after reset. If you check shadow catch, the material is set to catch shadows only. With the Selection menu, you can select predefined groups of materials (see above). With Apply, you reset the materials, with OK, you also close the dialog. Close only closes the dialog. Note: The colored mode uses a different color for each selected material. This is in particular useful to identify material regions of an object. Select the prop or figure to reset before you start the script. Select the materials to reset in the material list and select the options. Press OK or Apply to reset the selected materials
7 6. Add Overlay Add Overlay adds an overlay texture to one or several materials. The overlay may be defined separately for different material parameters. You can load and save overlay settings for reuse. On the left side is a list of the materials of the current object. With the Select menu, you can select groups of materials (see above). On the right side are the overlay options. You can enter the overlay mask and the texture files and parameters for the different material parameters (see below). Check force update to force a complete update (see above). With the OK button, you create the overlay. Apply creates the overlay without closing the window. Cancel closes the dialog. With Reset, the overlay options are reset to the initial state. Load loads an overlay setting from a file, Save saves the current setting to a file. Overlay Options In any case, you must enter an overlay mask. An overlay mask is similar to an alpha mask (transparency map), but instead of visible and invisible regions, it defines regions for the existing material and for the overlay. Usually, black parts of the overlay mask use the existing material, white parts use the overlay material, and gray parts blend both materials. Check Invert to use white for the existing material and black for the overlay. With the strength parameter, you can blend the overlay with the existing material. No input or will use the overlay without shining through, smaller values will blend the overlay accordingly. For diffuse, specular, ambient, reflection, transparency, bump, and displacement, you can enter an overlay file and overlay parameters. If you uncheck any of these, no overlay will be applied. (This is different from leaving all inputs blank. For blank inputs, the overlay will nonetheless be applied if there is a node already connected to that parameter.) If you uncheck Other nodes, the overlay will ignore the other parameters, even if they don't use the default setting. In other words, unchecking a parameter will use the existing material settings also for the overlay, while empty inputs will use default settings for the overlay. The files can use relative or absolute paths. If no file is given, no map is used for the overlay. The colors have three inputs for red, green, and blue. You can use integer values ( ) or float values ( ). Only values with a decimal point will be interpreted as float values. If you leave the color blank, the color of the existing material is used. The same is for all other numeric values, if you leave the input blank, the value of the existing material is used. If you check Raytrace for Reflection, a raytraced reflection node is used. Then, the texture map is used as background for this node. If you check Gradient for Bump, the Gradient Bump parameter is used for the bump overlay
8 With Placement checked, all image maps used for the overlay are placed according to the entered scaling and offset. This is a non-tiling placement in front of a black (unmasked) background. addoverlay.cfg The file addoverlay.cfg contains some global settings for the Add Overlay script. There are two options that you can configure yourself by editing addoverlay.cfg in a text editor. If you set the value for usenum to, a math node is used when blending numeric values (instead of colors). This allows to input the exact values instead of using grayscale colors. If a value is outside the range of 0 to, a math node is used in any case. If you set the value for relpath to, the path is converted from absolute to relative when selecting a file with the file dialog. For Poser 7, you can set imgfilter to for None, 2 for Fast, and 3 for Quality as Filtering in image nodes created by the script. Select the prop or figure you want to add an overlay to. Select the materials for the overlay in the material list. Enter the overlay settings in the overlay options. You can also load the material selection and overlay settings from an overlay file. Press OK or Apply to add the overlay. 7. Unimesh <-> Anime Unimesh <-> Anime swaps the leg materials for the different types of DAZ Unimesh figures. Aiko and Hiro have additional material zones for the legs. If you apply a material pose or material collection for one type of Unimesh figures to the other type, the legs will have no material. This script will correct the materials for the legs. After applying a material pose or material collection to an Unimesh figure, the legs might be still untextured. In that case, select the figure and run the script to get the correct material for the legs. 8. Fix Bumps Fix Bump assigns images to the correct bump type. Files with the extension bum or bump are connected to the gradient bump parameter, all other files are connected to the bump parameter
9 When loading material poses without shader trees in Poser 6, bump images are always connected to gradient bump, even if they are not gradient bumps. The script fixes all bump nodes for all materials of a scene. 9. Unique Toon ID Unique Toon ID sets a new unique toon ID. The ID is unique for the whole scene. Unlike the other scripts, this is a Wacro. It should be used only in the material room. It is applied to the current material in the material room. 0.Force Update Force Update updates the preview for all materials of the selected figure or prop. The script saves and reloads each material as a material file. This ensures that the current settings of the shader tree are updated in preview. This is sometimes necessary because Poser Python only updates the current material in the material room. Select a figure or prop to force an update of the preview for all materials
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