Import texture files (Substance Painter, Mari, Mudbox, ...) into a dcc (maya, 3dsMax...)
Using customizable presets the tool searches a path for texture files and creates the material networks.
List of supported plugins
- Click on the code button above and download the package as a .zip file.
- Unpack the zip archive.
- Drag the setup_maya.mel file into the viewport of maya.
- This creates a button on the shelf that can be used to launch the tool.
If preferred the package can be installed manually by moving the textureimporter directory into a location where it can be loaded as a python package by maya. The tool can then be ran with the following code:
from textureimporter.plugins.maya import run
window = run()
- Click on the code button above and download the package as a .zip file.
- Unpack the zip archive.
- Drag the setup_max.ms file into the viewport of 3dsMax.
- This adds a macro script to 3dsMax that can be added to a toolbar through the Customize UI menu.
- The action 'Texture Importer' can be found in the 'Plugins' category. See the documentation for more information.
If preferred the package can be installed manually by moving the textureimporter directory into a location where it can be loaded as a python package by 3ds Max. The tool can then be ran with the following code:
from textureimporter.plugins.max import run
window = run()
- Select a path with texture files.
- Select a Config.
- Search the path for textures.
- Check any nodes to be created.
- Set any Options.
- Create the material networks.
Configs are presets that store different patterns for texture names. Configs can be organized in the menu next to the Save button and are available as .json files in the File menu. When importing textures from Substance Painter for example, just copy the same preset that is used there. Each config has a renderer associated with it and a set of channels that correspond to attributes on a material.
To add new configs, rename, or duplicate configs use the extra functions next to the save button to the right of the config selector.
After editing configs the network view can be maximized by moving the handle in the middle to the left.
The pattern is used to search for file names in the specified path. Wildcards can be inserted with the right click menu.
$mesh
: When objects are selected, this will be replaced with each object name in the selection.
$material
: This is the material name and corresponds to $textureSet in Substance Painter.
$udim
: This is a wildcard for the udim syntax.
*
: The asterisk symbol is a wildcard for anything else.
Examples:
$mesh_BaseColor.jpg
will only find textures when an object or group is selected. With helmet selected:helmet_BaseColor.jpg
$material_BaseColor.*
works for bothChrome_BaseColor.jpg
andChrome_BaseColor.png
To make a part of the pattern optional, use parentheses ( )
. To add different options use the pipe symbol |
inside of parentheses such as (jpg|png)
.
Examples:
$material_BaseColor(.$udim).png
will check for filenames that are eitherChrome_BaseColor.1001.png
orChrome_BaseColor.png
$material_BaseColor.(tx|jpg|*)
will check for thetx
extension first, thenjpg
, and lastly for any other extension.
- Rename Nodes: If a node already exists with the given name, rename the new node.
- Remove Existing Nodes: If a node already exists with the given name, remove the existing nodes.
- Replace Existing Nodes with Connections: If a node already exists with the given name, attempt to remove the existing node but keep all connections.
If this option is checked, the tool will attempt material assignments in the following order:
- If a material already exists with the name, transfer any material assignments to the new node.
- If
$mesh
is used in the config, it will attempt to assign each material to the corresponding mesh. - The created material will be assigned to the selection.
The important settings for the user are listed under [general]
or the current dcc header such as [maya]
.
num_crecent_paths
: The number of recent paths that are displayed
configs_path
: A custom path to store config files
*_node_pattern
: The pattern that is used to label that node. For example {}_mat
will become chrome_mat
or M_{}_001
will become M_chrome_001
maya:
use_bump2d
: set this to true if you prefer the native bump2d node.
The tool is built with a plugin system to easily extend the functionality to different dccs and renderers. Here is a list of currently supported features.
- Maya
- 3ds Max
- maya-arnold
- maya-vray
- maya-redshift
- maya-renderman
- max-arnold
- max-vray
- Substance Painter
- Mari
- Mudbox