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Search Material 0.3

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About This File

Search Material is a helper plugin to filter the materials in the Material Manager. Enter part of the name of a material, and all materials which do not match by name will be hidden.

 

A "Search" menu item is provided in the Material Manager's menu, as a shortcut to activate the plugin.

Unfortunately, it can not be integrated into the GUI as is the search functionality of the Object Manager.

As a workaround you can drag and dock the plugin window into your layout and save it that way for future usage.

 

Version 0.2 sees the addition of a toggle switch which allows to show or hide the materials matching the entered text.

 

Original thread:

https://www.core4d.com/ipb/forums/topic/114163-material-manager-needs-search-feature/

 

Note: plugin is written to work with R16 upto R23.

Will probably work on R25, and next (???)

 

If you download, use, and appreciate this plugin, please consider adding a comment or review.

Any feedback is much appreciated and motivates me to keep providing plugin solutions for the community.

 


What's New in Version 0.3   See changelog

Released

Version 0.3 introduces an extra Python file, which users can edit, to ignore specific materials.

 

With the help of user @DALIIwe have provided a default setup to ignore the Corona Sky material, which is hidden by default. Any search action would potentially result in this material to show up. Instead, with the new functionality added, this material gets ignored in any search action, and thus remains hidden.

The extra Python file is available in subfolder "modules" and named IgnoreTheseMaterials.py

As a user you can add your own, or edit the current settings to ignore any material.

 

Thanks again to DALII for bringing up the issue, and for the time spent investigating and testing the updated plugin.


User Feedback

Recommended Comments



4 minutes ago, dast said:

Glad the issue got resolved.

 

In this regard: It maaaybe wasn't that simple. If I open the template scene, delete unused materials and then use your script, no additional material appears. But if I open the template scene, delete unused materials and then save the scena as my new template scene, the same happens again if I open the new template and use your script afterwards. Of course it won't happen if the unused materials are deleted before, again.

 

Really strange problem, but it has definitely something to do with our template scene.

But, to be honest it is no big deal to delete that material once. I don't want to bother you with that any further 🙂

 

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2 hours ago, dast said:

Glad the issue got resolved.

 

Finally! 

 

Whole thing bothered me quite a while now, but I'm quite certain now: We're using Corona Render including Corona Sky. It seems like the material that appears after I click your script is the internal material for the Corona Sky object. After the material is visible, I can change something inside the Corona Sky object and the changes also happen inside the material. When I delete the material, the viewport background changes and the sky disappears. Looks like the material is solely for the viewport background, because the rendering still works - it is only affecting the viewport. Quite funny: 'Delete Unused Materials' deletes the material too and the background disappears. Adding a new Corona Sky works and the sky is visible again ...

 

I guess your script digs a little too deep into the material hole in that case. 🙂 Nothing is lost there, but I imagine it could be frustrating if you don't know what is going on. I've created a new comment in case someone else is looking for that behavior 🙂

 

 

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It seems Corona Render is creating a default material for their internal usage, and set the hide-flag in order to hide that material to the public.

The Search Material plugin however does its thing by hiding or showing all known materials that matches the required "search"-string.

 

One solution would be to modify the plugin to skip that internal Corona Render material in any of its search actions.

But as it is simply named "Mat" that is quite error-prone, as that would skip any default material being created by everyone.

The same issue of such "hidden materials" may be present for other 3rd party render engines, or alike. These would also need to be skipped for every search action.

 

I will think about it, and see if I can find a workaround ...

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27 minutes ago, dast said:

But as it is simply named "Mat" that is quite error-prone, [...]

 

Yeah, Mat is not the best option for internal materials. 

 

The only thing I could imagine is a check for the Color Channel / Texture slot, because the material has a sky object connected. But I guess that is no good workaround either and only works in that specific situation. Maybe I'll contact support and demand a name change! 🤓

 

image.png.bd4110489a04d036be26b8689c4a76de.png

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