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Copy file name to clipboardexpand all lines: readme.rst
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@@ -20,15 +20,17 @@ The texture maps names are editable and can include up to 3 multi-channel maps.
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The texture files must have been exported using a pattern containing the material name and a map type (BaseColor, Metallic, Roughness, Normal etc.).
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You can use the Split RGB option to connect the Red, Green and Blue channels individually if your textures include separate maps mixed in.
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When 'Detect Sockets' is enabled the script will parse the line name and fill in the input socket if a match is found and Line names like 'alpha_ior_metal' will be recognized as split-rgb.
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When 'Detect target socket' is enabled the script will parse the line name and fill in the input socket if a match is found and Line names like 'alpha_ior_metal' will be recognized as split-rgb.
Manual assignment is also possible for a given material regardless of the texture file name pattern.
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Various options are available for fine tuning such as adding RGB curves and color ramps, using custom shader nodes, inverting the Green channel of the normal map or even ignoring the .00x prefix in duplicated material names.
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Note: 'Detect target socket' should be disabled to be able to manually select a target socket for a texture map or the drop-down list will overwritten and appear grayed out.
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Various options are available for fine tuning such as adding RGB curves and color ramps, using custom shader nodes, inverting the Green channel of the normal map or even ignoring the .00x prefix in duplicated material names.
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Manual assignment is also possible for a given material regardless of the texture file name pattern.
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Installation:
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@@ -54,11 +56,10 @@ https://youtu.be/45rky8J_0us
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The panel labeled "Substance Textures Importer" is displayed under the Shader Settings in the Material Tab.
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First choose the directory containing the textures files to be imported using the folder selection field under the "Maps Folder" section of the addon panel.
After setting the folder the script, modify the texture maps names ('Color','Roughness'...) to fit your naming pattern
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First set the desired target in the 'Target' dropdown list at the top and choose the directory containing the textures files to be imported using the folder selection window or the field under the "Maps Folder" section of the Shader Node Editor Panel.
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After setting the folder, modify the texture maps names ('Color','Roughness'...) to fit your naming pattern,
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or use the '2-gears' button at the right of the list to attempt to auto-fill the line names if the current material name is detected in the folder content.
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The button with the chip icon below restores the line names to a default set of values.
When this option is enabled the shader node of the material will be replaced by the one displayed in the dropdown selector next to it.
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Apply to all visible objects:
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Process all visible objects regardless of the current selection.
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Apply to active object only:
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Process only the last selected / active object regardless of the current selection.
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Skip normal map detection:
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By default a normal map node or bump map node is added when a normal map or height map is detected. Enable this option if you are using a custom shader that already include such conversion node in order to plug the image directly in the selected input socket.
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OpenGL Normals:
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Enabled by default, disable it to invert the green channel of a normal map to use directx-style format instead of the usual one.
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Enable Custom Shaders:
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Removes all existing nodes nodes from the target materials before processing them.
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Attach Curves and Ramps:
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Inserts a RGBCurve or a ColorRamp node between the images and their assigned sockets to enable fine tuning.
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Only active material:
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Enable this option to ignore the .00x prefix from the target materials names.
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Map names from files:
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When enabled the script will try to fill the line names when the texture folder gets set. The current material name should be included in the images names from that folder for better chances of success.
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Manual Mode:
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Use this to be able to manually select a texture file instead of relying on the pattern detection algorithm of the addon.
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When enabled, a new line labelled 'Overwrite file name' will appear under the maps table.
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You can then activate it for each line and the texture map name will change to an individual file selection field that you can use to set the path of a texture file to import.
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It can be activated for the required line and a file selection field will appear below that you can use to set the path of a texture file to import.
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Note: When "Manual" and "Overwrite file name" are enabled in one of the Panel lines,
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the addon will skip the name pattern detection and will use the path you select instead.
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