Apply HSV nodes to all textures


#1

Hi,

I have a scene with 400 shaders, each with 400 textures piped into diffuse.

I’m in need of a way to pipe all of those textures into HSV nodes first, before connecting to the diffuse channel.

Does anyone ave any ideas on ow to set this up, or know of any scripts that may help me out?

  • Glenn

#2

I modified the jjj_gammaTools script from creative crash to insert a remap HSV node instead of a gamma node.

I’ve made a few modifications denoted by a “//smb edit” so if you scan through it you can see what i changed.

It by default would insert it into every color attribute, but i removed those so it only works on diffuse and color channels (mia_materials and maya shaders) respectively.

I set the defaults so it starts up with the right options when you run jjj_gammaTools; It needs to be set on remapHSV and fileTextures ONLY.

If you select your shaders and hit Update Selected it’ll work.

There are some places in the script where you can add default values for the node etc. I didn’t have much time to goof with it, but it has been tested on a model with several hundered various shaders and it works. The undo doesn’t work tho.


#3

Hey thanks so much for putting this together for me,

I ran the script with the default maya shaders, and it works great, although I am using redshift shaders… I will have a quick look to see if I can modify the script further, although I am not a mel scripter. I will be surprised if I could get it to work.


#4

If you can tell me a list of the nodetypes and the input attribute, I can probably make it work.

run “nodeType insert_shader_name_here” and it will return the node type

The input attribute is whatever your diffuse color goes into, you can change it and see the result in the script editor. It’s probably diffuse i’m guessing.


#5

Aoplogies, I’m not sure what you mean by run “nodeType insert_shader_name_here”

The shader type is a ‘redshiftArchitectural’ and the colour input slot is named ‘diffuse’

Many thanks for your help so far!