Material Manager 5 has arrived! This version comes with another massive overhaul to all the code. The information flow should be much more clear and easy to read, and much of the functionality should be more compartmentalized for easier modification, if you’re into that sort of thing.
This overhaul marks the 5th time I’ve rewritten/reorganized the code which is why i’ve decided to make this release 5.0 instead of 4.4… and because it’s so much better!
Master config .txt file allows you to customize MM5 to initialize with your favorite settings and custom prefixes (for the Load Textures from Folder tool)
Master presets .txt file allows you to reorganize and add your own material presets to the Color Presets tab. You also have control over what type of material the presets are when they are created
Added a Load Textures from Folder tool which assigns all texture channels at once
Window width control
StringrayPBS Support (for applicable versions of Maya)
Material indicators now work on selected groups (will report all materials on children)
More general support for all materials including mental ray, turtle, arnold
You can now assign/remove files to/from metallic & roughness channels on StingrayPBS materials
Multi-string material searching (separate each string with a space)
Material search results now update instantly
Improved Harden UV Edges tool - now solves for UV islands that wrap back around to themselves (such as cylinder bodies & spheres) and will appropriately soften those edges. Works exactly like 3ds Max’s smoothing groups now
Swatches have been added to the Presets tab for quicker access to material ID colors
Material List indicators can now be suspended so assigned materials are not calculated when dealing with massive component selections
Presets can now be sorted per column or alternating left to right, top to bottom
Auto Assign Color IDs tool now works per object or per mesh element
Added an option to auto-append “M_” to materials as they are created
Added a cleanup tool to add “M_” to existing materials if they don’t already have it
ID Map Baker HP/LP/Cage fields now have an icon to list large amounts of loaded models which will be visible if something is loaded into that field
ID Map Baker now supports multiple low poly and cage files
UI in general has been overhauled. Nearly all of the UI has transitioned from a gridLayout format to a formLayout format.
ID Map Baker has been overhauled
Harden UV Edges tool now has a progress bar
The “Force Refresh” button has been removed to reduce button congestion. Close and re-open MM5 if the indicators are not working as expected
Replaced Quick Checker material with a Quick StingrayPBS material. Quick Checker has now been appended to the end of the preset swatches.
Auto Color ID tool now processes meshes MUCH faster and with more correct results
Selection-only material matching is now MUCH faster than before
Duplicate Material has been overhauled. Hypershade is no longer required to be open and all shadingEngine and down stream nodes will automatically rename according to the new name.
Binding a hotkey for the Material Manager should finally work
Material Control buttons are now smarter: they will look at your selection even if nothing is marked and react appropriately
Many functions that deal with material channels are now smarter and will attempt to pick the most relevant channel if one exists. This also means that materials not necessarily listed as being supported here may still work and/or it will be very simple to implement support.
Materials with namespaces should be accurately represented and interactable
Escape now properly cancels out of a quick material assign prompt dialog
Checker pattern contrast has been reduced
Fixed a bug where an object’s assigned materials were being queried multiple times per selection change
Fixed an issue where the material list updated significantly slower if “sort assigned materials to top” was enabled
ID Map Baker now remembers the most recent meshes you loaded as well as the file destination.
The Smart Exporter has been removed from being part of the Material Manager. Development will be conducted separately from now on, however it is currently backlogged.
Replies
One problem though..
I can't seem to bake the color ID map from the high to low poly following the steps in your video. I'm using the Maya 2014 on OSx.
below is the error message from the script editor:
No matter which file format or file size I select, I get the same error about iff file.
If anyone else on OSx is having issues with the Color ID Map Baker, please send me a PM so I can work on getting it sorted. Thanks
As many others I was still using your old dDo Material manager plugin, but this new update/upgrade looks awesome (I haven't had the change to use it yet, I just installed it and watched the Breakdown video).
EDIT: The new Smart Exporter is really great ! Recently I have been looking for a new fbx exporter (I am still using an old one not updated anymore, but it's quite basic). Your exporter has some nice features that will make the whole export process much faster and precise !
I also really like the new tool icon and because the default shelf icon is not the same one I quickly managed to make one taking it from the banner.png file: it works well on my shelf and I thought that maybe other people may like it (you can find it below).
If you like it feel free to include it in future releases as additional icon.
Btw keep up the good work and thanks again for your hard work.
Ash
@Ash Yes, the new version is a refreshing update to what is/was bundled with Legacy dDo! Also, I'll go ahead and add that icon in the next update
Thanks!
Sure! I'm using windows 10, maya 2016 ext2. I don't have any other version of this script in my maya script folder.
In addition to a lot of bug fixes, I've added a new tool which lets you use the marking system to duplicate materials along with their full upstream and downstream connections. The button for this tool is nestled right between the refresh and search buttons, as seen below.
Cheers
I have an odd issue regarding baking ID maps. I can't seem to get it to work and I am sure I have followed the steps in the video.
I have added and high, low and cage mesh. Entered a valid file path and auto-assigned colour IDs to my high poly model.
Yet when I press the Bake Color ID Map button I get the following error message:
// Warning: line 0: Flags describing target surfaces must be included once for every surface
Am I missing a step?
I'm using Maya 2016 SP6 Student on a Windows7 system. I have also tried it in Maya 2017 (I now realise this version isn't supported).
Thanks!
https://www.dropbox.com/s/5wgr7zpzqpo2uq1/Thruster.mb?dl=0
Appreciate you taking the time to look at this issue. I would still rule in user error :-)
Thanks for pointing this out!
I did try and drop you some cash via gumroad to help support further development but since I had already downloaded the plugin for $0 a while back I could not pay for something I have already "purchased".
Do you have a PayPal account I could use to send a small payment to you for your efforts?
Cheers,
sp.
I am using your excellent material manager in production you will be pleased to know
I have stumbled upon an issue however which you might be able to help with.
Basically some of my material names are ending up quite long due to naming conventions etc. Would it be possible to add the ability to expand the material name field in the window to enable me to view longer material names?
I have attached an extreme example which is a test scene maya renamed everything after a crash!
Many thanks in advance.
sp.
Glad to hear the tool is proving useful for you! Changing the width of the window is not supported in the current version of Material Manager. In this specific and extreme example, you can use the namespace removal tool to shorten the material names to better fit the window.
In the meantime, you'll be happy to hear that I'm in the process of working on the next version which does include window width adjustment along with ranged toggling of markers, multi-string search filtering, wider support of materials including StingrayPBS, preset color swatches, the ability to easily and permanently include your own basic material presets, and many more things.
Stay tuned!
Nice one Bartalon
Hi Bartalon, thx for the great tool!
One question: this duplication feature seem to face the same issue as "Cmd + D" duplicate in Hypershade: it doesn't create the shading group automatically, so the duplicated material can't be assigned:
See the screenshots (I am using Maya LT 2018, pretty sure this is the case in Maya LT 2017 too):
Sure I can create the shading group and connect it myself, but that's what I would like to automate
For your reference, this is how I would create a material along with shading group (it doesn't call menu item so no need to open Hypershade):
Thanks for the input! I've been aware of the bugs present in 4.X including this one. The Duplicate Material tool has been completely rewritten, along with literally everything else. I'm making sure that everything properly duplicates and all connected file and placeTexture2D nodes are appropriately renamed according to the name of the duplicated material.
I'll take a look at the code you've provided and see if it can help. Thanks!
P.S. To everyone - still no ETA but I am about 98% complete with rewriting all the code. I just have to do some testing and then record a video to cover all the new features. Soon!
P.P.S. If anyone is interested in helping me bug test the new version please send me a private message.
Thanks for taking the time to develop and improving this plugin: I am so used to it that I cannot imagine to go back using the Maya hypershade.
Congrats on v5 release. I've only spent 15 minutes with the latest version but am not seeing the adjustable width feature. Did this make it into the release build? Sadly I am still having to deal with long material names especially from outsourcers !
Thanks in advance.
The window width feature should be under the Bonus Settings menu. Make sure the title bar of the Material Manager window is showing the correct version (latest is 5.0.1 presently).
EDIT: During the course of using the plugin today I have stumbled upon the following issues:
1. A fatal error occurs when closing MM after I changing the window width using the Bonus Settings. I have tested various widths including the maximum and various in-between the stated values and error occurs. Also, changing the default value in mm_config.txt has no effect after restarting Maya.
2. Ctrl + Click nameplate to select polys assigned is not working.
3. When Ctrl + Click a nameplate the material list scrolls back to the top - I don't think this happened in previous versions.
4. When Ctrl + Click to skip naming of Create and/or assign materials with poly selection - the new material does not get assigned to selected faces.
I am using 2017 Update5 - maybe this is the reason I am seeing the above issues?
14 March 2018 - v5.0.3
General
Added .surfaceColor & .diffuseColor to the list of valid color channels
Added .diffuseRoughness to the list of valid roughness channels
Added .KsColor to the list of valid specular channels
Added .emissionColor to the list of valid emissive/incandescence channels
Added more Bitfrost materials to the list of valid materials
Range selection should now work on nameplates (select a material, then hold shift and select another material in the list)
Ctrl + Clicking a material nameplate in the Material List should now once again act as a quick “match material” shortcut.
Bug Fixes / Performance
Fixed a fatal error that was happening after changing window width using the menu option
Fixed an issue where the Material List would snap back to the top even when Sort Assigned Materials First was disabled
Fixed an issue where an Object “” not found error message would prevent MM from initializing on the first try
Fixed an issue where assigning a material to an instance caused an error when the selection was an object rather than a component (due to the presumed fix in 5.0.2)
Awesome Bartalon - confirm those issues I was seeing are resolved in 5.0.3.
// Warning: file: C:/Users/xxx/Documents/maya/2018/prefs/scripts/dp_MaterialManager.mel line 3419: Unknown object type: aiShadowCatcher //
This warning should not interfere with the behavior of Material Manager, so you can ignore "unknown object type" warnings until they get patched out in the next update. But still definitely report it you find any other types that produce a warning!
Thanks
I really loved your tool.
I am using Maya 2018.2, I will ignore the message as you said
Is there any way of assigning a random [selected] materials for selected objects?
Let's say I have 8 shaders and I want to assign them to the selected 100 objects I have in the scene randomly, Is there anyway of doing this?
https://gist.github.com/bitinn/685841c9bbe570ff423c079082f2c950
Can you tell me which version of Maya you are using also? I will get you something to test with within the next day.
20 March 2018 - v5.0.5
General
Material Manager should now be reporting the proper version and release date again.
Removed some obsolete commented code
Bug Fixes / Performance
Fixed an “unterminated string” error that prevented the tool from running on Mac OS
Fixed a “more than one object matches name” error when attempting to assign materials to objects inside instanced groups
Fixed an issue where some tools and menu items incompatible with Maya LT were still showing up, namely the ID Map Baker
And the first two lines in the "dp_MaterialManager.mel" says:
global string $mm_Version = "5.0.3";
global string $mm_Release = "14 March 2018";
I don't know which one to trust
Thanks for everthing Bartalon
Yes this was noticed shortly after release of 5.0.4 (whoops!). This has been fixed in 5.0.5 and now displays the proper version again You can view the Version Information under the MM5 Help menu to see what's been fixed in the latest versions, as well as what has been planned to be fixed in upcoming versions.
But (you knew there had to be one): I have trouble with v.5 up to 5.0.5. When duplicating materials it assigns the new one to the object... but somehow the old one stays stuck on it. So then I have two materials on it apparently... but not really on any polygon. Not exactly sure what it is - even reassigning via the normal Material Editor fixes it. The only thing I can do is opening the "Input Output Connections" graph, and delete the wrong material there.
Also, currently the update of the list is very slow. I mean... I have a terrible file with hundreds of materials, so It's kinda my fault... but it makes it hard to work with and I have to temporarily turn MM off. Before at v4 it wouldn't have that problem (though there it wouldn't always update the list on changes). It might be because of this new warning that pops up a lot: "// Warning: file: .../scripts/dp_MaterialManager.mel line 3356: Unknown object type: aiShadowCatcher // "
And as I'm at it: Is there a reason why there isn't a "quick phong material" button? There are for Lambert and Blinn... but everything else seems to be made for Phong materials. What's the reason - am I missing something?
Edit: And yeah, something is iffy with Gumroad. The text shows the current version... but the files are still 5.0.4 right now. Before it was even older.
Anyways, thanks for your work.... doing Autodesks job
I might be able to bring back the Quick Phong button. Since there is no "Refresh" button anymore I could put it there...
The aiShadowCatcher warning is a known issue. I guess it must be version-specific to 2018. It's just a warning, though, so it's not interfering with how MM5 works or updates the list. You can ignore it for now.
I'll post an update when the next version comes out.