Hi !
I got a 3dsmax script on internet.It's cool , but I want to make it more useful . So here is the question : does anyone know how to add a new radiobutton "Selected Objects" without changing all function parts "fn fl_xxxxx" , the top half of script. If it's possible to add script code only in "case rdoScale.state of 3" part .
Thank you !
try(closeRolloutFloater MainFloater)catch()
MainFloater=NewRolloutFloater"test"350 350 500 400
rollout Menu01 "VRayMtl Modification" category:2
(
--Adjust the vraymtl reflection subdivs
fn fl_reflSubdivs origMtl subdivs =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_subdivs = subdivs
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflSubdivs i subdivs
)
else if tempClass == VRayMtlWrapper then
fl_reflSubdivs origMtl.baseMtl subdivs
else if tempClass == VRayOverrideMtl then
(
fl_reflSubdivs origMtl.baseMtl subdivs
fl_reflSubdivs origMtl.giMtl subdivs
fl_reflSubdivs origMtl.reflectMtl subdivs
fl_reflSubdivs origMtl.refractMtl subdivs
)
else if tempClass == VRayBlendMtl then
(
fl_reflSubdivs origMtl.baseMtl subdivs
fl_reflSubdivs origMtl.coatMtl[1] subdivs
fl_reflSubdivs origMtl.coatMtl[2] subdivs
fl_reflSubdivs origMtl.coatMtl[3] subdivs
fl_reflSubdivs origMtl.coatMtl[4] subdivs
fl_reflSubdivs origMtl.coatMtl[5] subdivs
fl_reflSubdivs origMtl.coatMtl[6] subdivs
fl_reflSubdivs origMtl.coatMtl[7] subdivs
fl_reflSubdivs origMtl.coatMtl[8] subdivs
fl_reflSubdivs origMtl.coatMtl[9] subdivs
)
else if tempClass == VRay2SidedMtl then
(
fl_reflSubdivs origMtl.frontMtl subdivs
fl_reflSubdivs origMtl.backMtl subdivs
)
else if tempClass == Blend then
(
fl_reflSubdivs origMtl.map1 subdivs
fl_reflSubdivs origMtl.map2 subdivs
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflSubdivs i subdivs
)
else if tempClass == DoubleSided then
(
fl_reflSubdivs origMtl.material1 subdivs
fl_reflSubdivs origMtl.material2 subdivs
)
else if tempClass == TopBottom then
(
fl_reflSubdivs origMtl.topMaterial subdivs
fl_reflSubdivs origMtl.bottomMaterial subdivs
)
else if tempClass == Shell_Material then
(
fl_reflSubdivs origMtl.originalMaterial subdivs
fl_reflSubdivs origMtl.bakedMaterial subdivs
)
else if tempClass == VrayBumpMtl then
(
fl_reflSubdivs origMtl.baseMtl subdivs
)
)
------------------------------------------------
--Adjust the vraymtl reflection color
fn fl_reflColor origMtl reflection =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection = reflection
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflColor i reflection
)
else if tempClass == VRayMtlWrapper then
fl_reflColor origMtl.baseMtl reflection
else if tempClass == VRayOverrideMtl then
(
fl_reflColor origMtl.baseMtl reflection
fl_reflColor origMtl.giMtl reflection
fl_reflColor origMtl.reflectMtl reflection
fl_reflColor origMtl.refractMtl reflection
)
else if tempClass == VRayBlendMtl then
(
fl_reflColor origMtl.baseMtl reflection
fl_reflColor origMtl.coatMtl[1] reflection
fl_reflColor origMtl.coatMtl[2] reflection
fl_reflColor origMtl.coatMtl[3] reflection
fl_reflColor origMtl.coatMtl[4] reflection
fl_reflColor origMtl.coatMtl[5] reflection
fl_reflColor origMtl.coatMtl[6] reflection
fl_reflColor origMtl.coatMtl[7] reflection
fl_reflColor origMtl.coatMtl[8] reflection
fl_reflColor origMtl.coatMtl[9] reflection
)
else if tempClass == VRay2SidedMtl then
(
fl_reflColor origMtl.frontMtl reflection
fl_reflColor origMtl.backMtl reflection
)
else if tempClass == Blend then
(
fl_reflColor origMtl.map1 reflection
fl_reflColor origMtl.map2 reflection
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflColor i reflection
)
else if tempClass == DoubleSided then
(
fl_reflColor origMtl.material1 reflection
fl_reflColor origMtl.material2 reflection
)
else if tempClass == TopBottom then
(
fl_reflColor origMtl.topMaterial reflection
fl_reflColor origMtl.bottomMaterial reflection
)
else if tempClass == Shell_Material then
(
fl_reflColor origMtl.originalMaterial reflection
fl_reflColor origMtl.bakedMaterial reflection
)
else if tempClass == VrayBumpMtl then
(
fl_reflColor origMtl.baseMtl reflection
)
)
------------------------------------------------
--Adjust the vraymtl reflection glossiness
fn fl_reflRGlossiness origMtl RGlossiness =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_glossiness = RGlossiness
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflRGlossiness i RGlossiness
)
else if tempClass == VRayMtlWrapper then
fl_reflRGlossiness origMtl.baseMtl RGlossiness
else if tempClass == VRayOverrideMtl then
(
fl_reflRGlossiness origMtl.baseMtl RGlossiness
fl_reflRGlossiness origMtl.giMtl RGlossiness
fl_reflRGlossiness origMtl.reflectMtl RGlossiness
fl_reflRGlossiness origMtl.refractMtl RGlossiness
)
else if tempClass == VRayBlendMtl then
(
fl_reflRGlossiness origMtl.baseMtl RGlossiness
fl_reflRGlossiness origMtl.coatMtl[1] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[2] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[3] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[4] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[5] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[6] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[7] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[8] RGlossiness
fl_reflRGlossiness origMtl.coatMtl[9] RGlossiness
)
else if tempClass == VRay2SidedMtl then
(
fl_reflRGlossiness origMtl.frontMtl RGlossiness
fl_reflRGlossiness origMtl.backMtl RGlossiness
)
else if tempClass == Blend then
(
fl_reflRGlossiness origMtl.map1 RGlossiness
fl_reflRGlossiness origMtl.map2 RGlossiness
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflRGlossiness i RGlossiness
)
else if tempClass == DoubleSided then
(
fl_reflRGlossiness origMtl.material1 RGlossiness
fl_reflRGlossiness origMtl.material2 RGlossiness
)
else if tempClass == TopBottom then
(
fl_reflRGlossiness origMtl.topMaterial RGlossiness
fl_reflRGlossiness origMtl.bottomMaterial RGlossiness
)
else if tempClass == Shell_Material then
(
fl_reflRGlossiness origMtl.originalMaterial RGlossiness
fl_reflRGlossiness origMtl.bakedMaterial RGlossiness
)
else if tempClass == VrayBumpMtl then
(
fl_reflRGlossiness origMtl.baseMtl RGlossiness
)
)
------------------------------------------------
--Adjust the vraymtl reflection Fresnel IOR
fn fl_reflFresnelIOR origMtl FresnelIOR =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_ior = FresnelIOR
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflFresnelIOR i FresnelIOR
)
else if tempClass == VRayMtlWrapper then
fl_reflFresnelIOR origMtl.baseMtl FresnelIOR
else if tempClass == VRayOverrideMtl then
(
fl_reflFresnelIOR origMtl.baseMtl FresnelIOR
fl_reflFresnelIOR origMtl.giMtl FresnelIOR
fl_reflFresnelIOR origMtl.reflectMtl FresnelIOR
fl_reflFresnelIOR origMtl.refractMtl FresnelIOR
)
else if tempClass == VRayBlendMtl then
(
fl_reflFresnelIOR origMtl.baseMtl FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[1] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[2] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[3] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[4] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[5] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[6] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[7] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[8] FresnelIOR
fl_reflFresnelIOR origMtl.coatMtl[9] FresnelIOR
)
else if tempClass == VRay2SidedMtl then
(
fl_reflFresnelIOR origMtl.frontMtl FresnelIOR
fl_reflFresnelIOR origMtl.backMtl FresnelIOR
)
else if tempClass == Blend then
(
fl_reflFresnelIOR origMtl.map1 FresnelIOR
fl_reflFresnelIOR origMtl.map2 FresnelIOR
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflFresnelIOR i FresnelIOR
)
else if tempClass == DoubleSided then
(
fl_reflFresnelIOR origMtl.material1 FresnelIOR
fl_reflFresnelIOR origMtl.material2 FresnelIOR
)
else if tempClass == TopBottom then
(
fl_reflFresnelIOR origMtl.topMaterial FresnelIOR
fl_reflFresnelIOR origMtl.bottomMaterial FresnelIOR
)
else if tempClass == Shell_Material then
(
fl_reflFresnelIOR origMtl.originalMaterial FresnelIOR
fl_reflFresnelIOR origMtl.bakedMaterial FresnelIOR
)
else if tempClass == VrayBumpMtl then
(
fl_reflFresnelIOR origMtl.baseMtl FresnelIOR
)
)
------------------------------------------------
--Adjust the vraymtl reflection maxDepth
fn fl_reflMaxDepth origMtl maxDepth =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_maxDepth = maxDepth
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflMaxDepth i maxDepth
)
else if tempClass == VRayMtlWrapper then
fl_reflMaxDepth origMtl.baseMtl maxDepth
else if tempClass == VRayOverrideMtl then
(
fl_reflMaxDepth origMtl.baseMtl maxDepth
fl_reflMaxDepth origMtl.giMtl maxDepth
fl_reflMaxDepth origMtl.reflectMtl maxDepth
fl_reflMaxDepth origMtl.refractMtl maxDepth
)
else if tempClass == VRayBlendMtl then
(
fl_reflMaxDepth origMtl.baseMtl maxDepth
fl_reflMaxDepth origMtl.coatMtl[1] maxDepth
fl_reflMaxDepth origMtl.coatMtl[2] maxDepth
fl_reflMaxDepth origMtl.coatMtl[3] maxDepth
fl_reflMaxDepth origMtl.coatMtl[4] maxDepth
fl_reflMaxDepth origMtl.coatMtl[5] maxDepth
fl_reflMaxDepth origMtl.coatMtl[6] maxDepth
fl_reflMaxDepth origMtl.coatMtl[7] maxDepth
fl_reflMaxDepth origMtl.coatMtl[8] maxDepth
fl_reflMaxDepth origMtl.coatMtl[9] maxDepth
)
else if tempClass == VRay2SidedMtl then
(
fl_reflMaxDepth origMtl.frontMtl maxDepth
fl_reflMaxDepth origMtl.backMtl maxDepth
)
else if tempClass == Blend then
(
fl_reflMaxDepth origMtl.map1 maxDepth
fl_reflMaxDepth origMtl.map2 maxDepth
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflMaxDepth i maxDepth
)
else if tempClass == DoubleSided then
(
fl_reflMaxDepth origMtl.material1 maxDepth
fl_reflMaxDepth origMtl.material2 maxDepth
)
else if tempClass == TopBottom then
(
fl_reflMaxDepth origMtl.topMaterial maxDepth
fl_reflMaxDepth origMtl.bottomMaterial maxDepth
)
else if tempClass == Shell_Material then
(
fl_reflMaxDepth origMtl.originalMaterial maxDepth
fl_reflMaxDepth origMtl.bakedMaterial maxDepth
)
else if tempClass == VrayBumpMtl then
(
fl_reflMaxDepth origMtl.baseMtl maxDepth
)
)
------------------------------------------------
--Turn the vraymtl reflection highlight glossiness on
fn fl_reflHGlossinessOn origMtl =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_lockGlossiness = on
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflHGlossinessOn i
)
else if tempClass == VRayMtlWrapper then
fl_reflHGlossinessOn origMtl.baseMtl
else if tempClass == VRayOverrideMtl then
(
fl_reflHGlossinessOn origMtl.baseMtl
fl_reflHGlossinessOn origMtl.giMtl
fl_reflHGlossinessOn origMtl.reflectMtl
fl_reflHGlossinessOn origMtl.refractMtl
)
else if tempClass == VRayBlendMtl then
(
fl_reflHGlossinessOn origMtl.baseMtl
fl_reflHGlossinessOn origMtl.coatMtl[1]
fl_reflHGlossinessOn origMtl.coatMtl[2]
fl_reflHGlossinessOn origMtl.coatMtl[3]
fl_reflHGlossinessOn origMtl.coatMtl[4]
fl_reflHGlossinessOn origMtl.coatMtl[5]
fl_reflHGlossinessOn origMtl.coatMtl[6]
fl_reflHGlossinessOn origMtl.coatMtl[7]
fl_reflHGlossinessOn origMtl.coatMtl[8]
fl_reflHGlossinessOn origMtl.coatMtl[9]
)
else if tempClass == VRay2SidedMtl then
(
fl_reflHGlossinessOn origMtl.frontMtl
fl_reflHGlossinessOn origMtl.backMtl
)
else if tempClass == Blend then
(
fl_reflHGlossinessOn origMtl.map1
fl_reflHGlossinessOn origMtl.map2
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflHGlossinessOn i
)
else if tempClass == DoubleSided then
(
fl_reflHGlossinessOn origMtl.material1
fl_reflHGlossinessOn origMtl.material2
)
else if tempClass == TopBottom then
(
fl_reflHGlossinessOn origMtl.topMaterial
fl_reflHGlossinessOn origMtl.bottomMaterial
)
else if tempClass == Shell_Material then
(
fl_reflHGlossinessOn origMtl.originalMaterial
fl_reflHGlossinessOn origMtl.bakedMaterial
)
)
------------------------------------------------
--Turn the vraymtl reflection highlight glossiness off
fn fl_reflHGlossinessOff origMtl =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_lockGlossiness = off
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflHGlossinessOff i
)
else if tempClass == VRayMtlWrapper then
fl_reflHGlossinessOff origMtl.baseMtl
else if tempClass == VRayOverrideMtl then
(
fl_reflHGlossinessOff origMtl.baseMtl
fl_reflHGlossinessOff origMtl.giMtl
fl_reflHGlossinessOff origMtl.reflectMtl
fl_reflHGlossinessOff origMtl.refractMtl
)
else if tempClass == VRayBlendMtl then
(
fl_reflHGlossinessOff origMtl.baseMtl
fl_reflHGlossinessOff origMtl.coatMtl[1]
fl_reflHGlossinessOff origMtl.coatMtl[2]
fl_reflHGlossinessOff origMtl.coatMtl[3]
fl_reflHGlossinessOff origMtl.coatMtl[4]
fl_reflHGlossinessOff origMtl.coatMtl[5]
fl_reflHGlossinessOff origMtl.coatMtl[6]
fl_reflHGlossinessOff origMtl.coatMtl[7]
fl_reflHGlossinessOff origMtl.coatMtl[8]
fl_reflHGlossinessOff origMtl.coatMtl[9]
)
else if tempClass == VRay2SidedMtl then
(
fl_reflHGlossinessOff origMtl.frontMtl
fl_reflHGlossinessOff origMtl.backMtl
)
else if tempClass == Blend then
(
fl_reflHGlossinessOff origMtl.map1
fl_reflHGlossinessOff origMtl.map2
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflHGlossinessOff i
)
else if tempClass == DoubleSided then
(
fl_reflHGlossinessOff origMtl.material1
fl_reflHGlossinessOff origMtl.material2
)
else if tempClass == TopBottom then
(
fl_reflHGlossinessOff origMtl.topMaterial
fl_reflHGlossinessOff origMtl.bottomMaterial
)
else if tempClass == Shell_Material then
(
fl_reflHGlossinessOff origMtl.originalMaterial
fl_reflHGlossinessOff origMtl.bakedMaterial
)
)
------------------------------------------------
--Turn the vraymtl reflection fresnel IOR on
fn fl_reflFresnelIOROn origMtl =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_lockIOR = on
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflFresnelIOROn i
)
else if tempClass == VRayMtlWrapper then
fl_reflFresnelIOROn origMtl.baseMtl
else if tempClass == VRayOverrideMtl then
(
fl_reflFresnelIOROn origMtl.baseMtl
fl_reflFresnelIOROn origMtl.giMtl
fl_reflFresnelIOROn origMtl.reflectMtl
fl_reflFresnelIOROn origMtl.refractMtl
)
else if tempClass == VRayBlendMtl then
(
fl_reflFresnelIOROn origMtl.baseMtl
fl_reflFresnelIOROn origMtl.coatMtl[1]
fl_reflFresnelIOROn origMtl.coatMtl[2]
fl_reflFresnelIOROn origMtl.coatMtl[3]
fl_reflFresnelIOROn origMtl.coatMtl[4]
fl_reflFresnelIOROn origMtl.coatMtl[5]
fl_reflFresnelIOROn origMtl.coatMtl[6]
fl_reflFresnelIOROn origMtl.coatMtl[7]
fl_reflFresnelIOROn origMtl.coatMtl[8]
fl_reflFresnelIOROn origMtl.coatMtl[9]
)
else if tempClass == VRay2SidedMtl then
(
fl_reflFresnelIOROn origMtl.frontMtl
fl_reflFresnelIOROn origMtl.backMtl
)
else if tempClass == Blend then
(
fl_reflFresnelIOROn origMtl.map1
fl_reflFresnelIOROn origMtl.map2
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflFresnelIOROn i
)
else if tempClass == DoubleSided then
(
fl_reflFresnelIOROn origMtl.material1
fl_reflFresnelIOROn origMtl.material2
)
else if tempClass == TopBottom then
(
fl_reflFresnelIOROn origMtl.topMaterial
fl_reflFresnelIOROn origMtl.bottomMaterial
)
else if tempClass == Shell_Material then
(
fl_reflFresnelIOROn origMtl.originalMaterial
fl_reflFresnelIOROn origMtl.bakedMaterial
)
)
------------------------------------------------
--Turn the vraymtl reflection fresnel IOR off
fn fl_reflFresnelIOROff origMtl =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.reflection_lockIOR = off
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_reflFresnelIOROff i
)
else if tempClass == VRayMtlWrapper then
fl_reflFresnelIOROff origMtl.baseMtl
else if tempClass == VRayOverrideMtl then
(
fl_reflFresnelIOROff origMtl.baseMtl
fl_reflFresnelIOROff origMtl.giMtl
fl_reflFresnelIOROff origMtl.reflectMtl
fl_reflFresnelIOROff origMtl.refractMtl
)
else if tempClass == VRayBlendMtl then
(
fl_reflFresnelIOROff origMtl.baseMtl
fl_reflFresnelIOROff origMtl.coatMtl[1]
fl_reflFresnelIOROff origMtl.coatMtl[2]
fl_reflFresnelIOROff origMtl.coatMtl[3]
fl_reflFresnelIOROff origMtl.coatMtl[4]
fl_reflFresnelIOROff origMtl.coatMtl[5]
fl_reflFresnelIOROff origMtl.coatMtl[6]
fl_reflFresnelIOROff origMtl.coatMtl[7]
fl_reflFresnelIOROff origMtl.coatMtl[8]
fl_reflFresnelIOROff origMtl.coatMtl[9]
)
else if tempClass == VRay2SidedMtl then
(
fl_reflFresnelIOROff origMtl.frontMtl
fl_reflFresnelIOROff origMtl.backMtl
)
else if tempClass == Blend then
(
fl_reflFresnelIOROff origMtl.map1
fl_reflFresnelIOROff origMtl.map2
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_reflFresnelIOROff i
)
else if tempClass == DoubleSided then
(
fl_reflFresnelIOROff origMtl.material1
fl_reflFresnelIOROff origMtl.material2
)
else if tempClass == TopBottom then
(
fl_reflFresnelIOROff origMtl.topMaterial
fl_reflFresnelIOROff origMtl.bottomMaterial
)
else if tempClass == Shell_Material then
(
fl_reflFresnelIOROff origMtl.originalMaterial
fl_reflFresnelIOROff origMtl.bakedMaterial
)
)
------------------------------------------------
--Adjust the vraymtl Bump Value
fn fl_BumpValue origMtl BumpValue =
(
local tempClass = classof origMtl --Get the class of the origMtl
if tempClass == VRayMtl then
origMtl.texmap_bump_multiplier = BumpValue
else if tempClass == Multimaterial then
(
for i in origMtl.materialList do
fl_BumpValue i BumpValue
)
else if tempClass == VRayMtlWrapper then
fl_BumpValue origMtl.baseMtl BumpValue
else if tempClass == VRayOverrideMtl then
(
fl_BumpValue origMtl.baseMtl BumpValue
fl_BumpValue origMtl.giMtl BumpValue
fl_BumpValue origMtl.reflectMtl BumpValue
fl_BumpValue origMtl.refractMtl BumpValue
)
else if tempClass == VRayBlendMtl then
(
fl_BumpValue origMtl.baseMtl BumpValue
fl_BumpValue origMtl.coatMtl[1] BumpValue
fl_BumpValue origMtl.coatMtl[2] BumpValue
fl_BumpValue origMtl.coatMtl[3] BumpValue
fl_BumpValue origMtl.coatMtl[4] BumpValue
fl_BumpValue origMtl.coatMtl[5] BumpValue
fl_BumpValue origMtl.coatMtl[6] BumpValue
fl_BumpValue origMtl.coatMtl[7] BumpValue
fl_BumpValue origMtl.coatMtl[8] BumpValue
fl_BumpValue origMtl.coatMtl[9] BumpValue
)
else if tempClass == VRay2SidedMtl then
(
fl_BumpValue origMtl.frontMtl BumpValue
fl_BumpValue origMtl.backMtl BumpValue
)
else if tempClass == Blend then
(
fl_BumpValue origMtl.map1 BumpValue
fl_BumpValue origMtl.map2 BumpValue
)
else if tempClass == compositematerial then
(
for i in origMtl.materialList do
fl_BumpValue i BumpValue
)
else if tempClass == DoubleSided then
(
fl_BumpValue origMtl.material1 BumpValue
fl_BumpValue origMtl.material2 BumpValue
)
else if tempClass == TopBottom then
(
fl_BumpValue origMtl.topMaterial BumpValue
fl_BumpValue origMtl.bottomMaterial BumpValue
)
else if tempClass == Shell_Material then
(
fl_BumpValue origMtl.originalMaterial BumpValue
fl_BumpValue origMtl.bakedMaterial BumpValue
)
else if tempClass == VrayBumpMtl then
(
fl_BumpValue origMtl.baseMtl BumpValue
)
)
--Rollout interface
-----------------------------------------------------------------------------------------------------------
radiobuttons rdoScale "" pos:[20,10] width:150 height:16 labels:#("All Materials", "Material Editor","Selected Objects") default:3 columns:3
GroupBox grp1 "Reflection" pos:[5,30] width:170 height:220
spinner spn_subRefl "Subdivs" pos:[39,50] width:65 height:20 range:[1,1000,8] type:#integer align:#left
button btn_reflSubdivs "OK" pos:[135,50] width:30 height:16
spinner spn_RGlossinessRefl "RGlossiness" pos:[20,70] width:75 height:20 range:[0,1,0.86] align:#left
button btn_RGlossinessRefl "OK" pos:[135,70] width:30 height:16
spinner spn_FresnelIORRefl "Fresnel IOR" pos:[20,90] width:75 height:20 range:[0,100,2.5] align:#left
button btn_FresnelIORRefl "OK" pos:[135,90] width:30 height:16
spinner spn_MaxDepthRefl "Max depth" pos:[27,110] width:72 height:20 range:[1,1000,2] type:#integer align:#left
button btn_MaxDepthRefl "OK" pos:[135,110] width:30 height:16
spinner spn_BumpValue "Bump Value" pos:[27,130] width:72 height:20 range:[-1000,1000,10] type:#integer align:#left
button btn_BumpValue "OK" pos:[135,130] width:30 height:16
colorpicker cpk_reflcol "Reflect" color:[255,255,255] title:"reflection" pos:[39,150] width:86 height:16 type:#integer align:#left
button btn_reflcol "OK" pos:[135,150] width:30 height:16
label lbl1 "HGlossiness Lock" pos:[15,170] width:125 height:16
button btn_reflHGlossinessOn "On" pos:[99,170] width:25 height:16
button btn_reflHGlossinessOff "Off" pos:[127,170] width:25 height:16
label lbl2 "Fresnel IOR Lock" pos:[15,190] width:125 height:16
button btn_reflFresnelIOROn "On" pos:[99,190] width:25 height:16
button btn_reflFresnelIOROff "Off" pos:[127,190] width:25 height:16
--
label lbl3 "Use interpolation" pos:[15,210] width:125 height:16
button btn_reflOn "On" pos:[99,210] width:25 height:16
button btn_reflOff "Off" pos:[127,210] width:25 height:16
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local reflSubdivs = 8,reflColor = white,reflFresnelIOR = 2.5,reflMaxDepth = 2,reflRGlossiness = 0.86,refrSubdivs = 8,refrMaxDepth = 5,refrGlossiness = 1,BumpValue = 10
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--Reflection modify
on spn_subRefl changed val do --Get the reflection subdivs number
(
reflSubdivs = val
)
on btn_reflSubdivs pressed do --Set the reflection subdivs number
(
case rdoScale.state of
(
1: for i in scenematerials do fl_reflSubdivs i reflSubdivs
2: for i in meditmaterials do fl_reflSubdivs i reflSubdivs
--**************************************************************************************************--
3: for i in selection do fl_reflSubdivs i reflSubdivs
-- origMtl = i.material
--**************************************************************************************************--
)
)
------------------------------------------------
------------------------------------------------
------------------------------------------------
-- on spn_RGlossinessRefl changed val do --Get the reflection RGlossiness number
-- (
-- reflRGlossiness = val
-- )
-- on btn_RGlossinessRefl pressed do --Set the reflection RGlossiness number
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflRGlossiness i reflRGlossiness
-- 2: for i in meditmaterials do fl_reflRGlossiness i reflRGlossiness
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on spn_FresnelIORRefl changed val do --Get the reflection Fresnel IOR number
-- (
-- reflFresnelIOR = val
-- )
-- on btn_FresnelIORRefl pressed do --Set the reflection Fresnel IOR number
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflFresnelIOR i reflFresnelIOR
-- 2: for i in meditmaterials do fl_reflFresnelIOR i reflFresnelIOR
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on spn_MaxDepthRefl changed val do --Get the reflection MaxDepth number
-- (
-- reflMaxDepth = val
-- )
-- on btn_MaxDepthRefl pressed do --Set the reflection MaxDepth number
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflMaxDepth i reflMaxDepth
-- 2: for i in meditmaterials do fl_reflMaxDepth i reflMaxDepth
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on cpk_reflcol changed val do --Get the reflection clolor
-- (
-- reflColor = val
-- )
-- on btn_reflcol pressed do --Set the reflection clolor
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflColor i reflColor
-- 2: for i in meditmaterials do fl_reflColor i reflColor
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on btn_reflHGlossinessOn pressed do --Turn on the reflection highlight glossiness
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflHGlossinessOn i
-- 2: for i in meditmaterials do fl_reflHGlossinessOn i
-- )
-- )
-- on btn_reflHGlossinessOff pressed do --Turn off the reflection highlight glossiness
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflHGlossinessOff i
-- 2: for i in meditmaterials do fl_reflHGlossinessOff i
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on btn_reflFresnelIOROn pressed do --Turn on the reflection fresnel IOR
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflFresnelIOROn i
-- 2: for i in meditmaterials do fl_reflFresnelIOROn i
-- )
-- )
-- on btn_reflFresnelIOROff pressed do --Turn off the reflection fresnel IOR
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflFresnelIOROff i
-- 2: for i in meditmaterials do fl_reflFresnelIOROff i
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
--
-- on btn_reflOff pressed do --Turn off the reflection interploation
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_reflInterOff i
-- 2: for i in meditmaterials do fl_reflInterOff i
-- )
-- )
--------------------------------------
--------------------------------------
--------------------------------------
-- on spn_BumpValue changed val do --Get the bump channel number
-- (
-- BumpValue = val
-- )
-- on btn_BumpValue pressed do --Set the bump channel number
-- (
-- case rdoScale.state of
-- (
-- 1: for i in scenematerials do fl_BumpValue i BumpValue
-- 2: for i in meditmaterials do fl_BumpValue i BumpValue
-- )
-- )
-- ------------------------------------------------------------------------------
-- ------------------------------------------------------------------------------
-- ------------------------------------------------------------------------------
)
addRollout Menu01 MainFloater rolledUp:false