Tuesday, June 18, 2013

Texture Robot - Version 1.2.0

TR - 1200

I wanted to get a new version of TR out before going overseas, so here it is. The main new feature is a store current config button (top left), which will save you from having to re set things up the way you like them everytime the script is run. The configuration file stores all the suffixes, file extensions, checkbox options and currently selected shader type.

Another new addition is Ptex support (currently only available with mia_mat and Blinn in TR as I ran out of time for Vray. Arnold doesn't support Ptex in Maya yet). Ptex is not a file format I'm very familiar with, but I thought I should address it as you can't load in ptextures with normal file nodes while using MR or Vray, you need to use special nodes specific to each renderer. Ptex does work with normal file nodes in Viewport 2.0 however, so the Blinn shader option in TR goes that route.

The icing on the cake is a somewhat nice-a-fied UI, with a new info bar at the top of the window for displaying messages.

Oh, and emissive textures now actually go where they're supposed to.  (golf clap...)

Creative Crash has it.

update: version 1.3 available. Fixes bugs, adds stuff

Wednesday, June 12, 2013

Texture Robot updated to Version 1.1.0

Just a quick note to say that the Texture Robot script for Maya has moved up the chain to version 1.1.0. I'm getting closer to implementing all of the features I'd originally planned for it, including support for various renderers (Arnold, Vray) via the aiStandard material and the Vray Mtl. There's also support for Maya's blinn, which is useful in a viewport 2.0 viewport environment as you're able to display more types of texture map (including bump and specular) than the other materials. I've been using it a lot lately for quick previews and it works great. Of course, it's nothing compared to what you can do with the new Dx11 shader, which I'll hopefully get around to doing something about for games people in a later version.

There's also been a few added texture slots- Transparency, Cutout Opacity, and Emissive (self illumination/incandescence). I think this covers the most widely used types of texture map that people regularly use. There's SSS to deal with, but again, that's for the future, hopefully not to distant.

The last thing I want to mention is the added 'tooltip' descriptions as you hover over parts of the UI. Most of them just describe the thing itself (browse Texture Directory icon for instance), but if you hover over the texture slot labels on the left hand side, you will get a little message showing you where the texture slot connects into the various shader's parameters. For eg, hovering over the 'Spec Gloss' label will bring up the following:

TR- now with tooltips. Goody

So this is just a way to understand the different terminology across shaders, how the parameters relate to each other and hopefully it can help to clear up any confusion about where each texture slot is going. I used pretty standard names for each slot (specular instead of reflection, as I don't think anybody refers to a specular map as a reflection map, but I could be dead wrong) but just in case, these tooltips are there.

Next feature I'll be working on is a button to save out A custom setup within TR. That means, if you don't like the suffix 'd' for diffuse, but prefer 'c' for colour or something else, you can save your custom suffixes and next time you run the script, it will load your preferences. It should also save out the shader type, file extensions and the other various options. That would be pretty handy I think.

You can get the latest version of Texture Robot here.

Full Changelog.