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.