ScriptSpot

Script

RMSC

By acg0501 · Credited author: Gabriel Ciosu · 2017-08-16

Version
1.0
Version requirement
2011-2018
Date updated
2017-08-16
Description

macroscript corona_default_mtlslot
category:"costel's"
buttonText: "RMSC"
tooltip: "resets mtlslots to corona"
(
for i=1 to 24 do meditMaterials[i] = CoronaMtl ()
meditMaterials[1].name="01-CoronaMtl"
meditMaterials[2].name="02-CoronaMtl"
meditMaterials[3].name="03-CoronaMtl"
meditMaterials[4].name="04-CoronaMtl"
meditMaterials[5].name="05-CoronaMtl"
meditMaterials[6].name="06-CoronaMtl"
meditMaterials[7].name="07-CoronaMtl"
meditMaterials[8].name="08-CoronaMtl"
meditMaterials[9].name="09-CoronaMtl"
meditMaterials[10].name="10-CoronaMtl"
meditMaterials[11].name="11-CoronaMtl"
meditMaterials[12].name="12-CoronaMtl"
meditMaterials[13].name="13-CoronaMtl"
meditMaterials[14].name="14-CoronaMtl"
meditMaterials[15].name="15-CoronaMtl"
meditMaterials[16].name="16-CoronaMtl"
meditMaterials[17].name="17-CoronaMtl"
meditMaterials[18].name="18-CoronaMtl"
meditMaterials[19].name="19-CoronaMtl"
meditMaterials[20].name="20-CoronaMtl"
meditMaterials[21].name="21-CoronaMtl"
meditMaterials[22].name="22-CoronaMtl"
meditMaterials[23].name="23-CoronaMtl"
meditMaterials[24].name="24-CoronaMtl"
)

Additional Info

Simple script to reset the shaders slots with default Corona render materials.The script is under costel's branch.
Attachments

Tags: reset material slots to corona

Comments (2)

Generic Editor Slots Reset

Atelier Bump · 2017-09-17

This function checks for duplicated material names to avoid conflicts



		/*

		* rand: random color true|false

		* id Material editor slot <int>[1-24]

		* prefix: name prefix

		* matClass: material type i.e: vraymtl, CoronaMtl, ..

		*/

		mapped fn assignMat id rand prefix:"" matClass:undefined =

		(

			if matClass != undefined then (

				local mat = matClass ()

				-- Name

				mat.name = prefix + (abs(random 1 100)) as String

				-- Test for unique name

				if not (okMtlForScene mat) then (mat.name += "_1")

				-- Random color

				if rand then (

					local

					R = abs (random 1 254),

					G = abs (random 1 254),

					B = abs (random 1 254) 

					mat.diffuse = color R G B 

				)

				-- assign to material slot

				setMeditMaterial id mat

				-- options

				showTextureMap mat true 

				setMTLMEditFlags mat #{2..4}

				-- return

			)

			true

		)

How to use:



assignMat (#{1..24} as Array) false prefix:"CoronaMtl_" matClass:CoronaMtl

fajar · 2017-08-19

this script maybe harmfull to your work tho...