PlaceImageAndMaterialOnObject
From scripting
string $ImagePath = "C:/Documents and Settings/Nick/My Documents/My Pictures/Image1.jpg"; string $TTArr[1] = PlaceImageAndMaterialOnObject("NP1", "blinn", $ImagePath, "Phon", "FXFile");
global proc string[] PlaceImageAndMaterialOnObject(string $ObjName, string $MatType, string $ImagePath, string $MatPrefixName, string $ContainerFileName) { //Author Nick Pisca 0001d 2009 SURFACE PHONG,BLINN,LAMB PATH YOUR NAME YOUR NAME string $TempArr[1]; string $SNA = `shadingNode -asShader $MatType -n $MatPrefixName`; string $SNASG = `sets -renderable true -noSurfaceShader true -empty -name ($MatPrefixName+"SG")`; connectAttr -f ($SNA+".outColor") ($SNASG+".surfaceShader"); sets -e -forceElement $SNASG $ObjName; string $SNF = `shadingNode -asTexture file -n $ContainerFileName`; string $P2D = `shadingNode -asUtility place2dTexture -n "p2dT#"`; connectAttr -f ($P2D+".coverage") ($SNF+".coverage"); connectAttr -f ($P2D+".translateFrame") ($SNF+".translateFrame"); connectAttr -f ($P2D+".rotateFrame") ($SNF+".rotateFrame"); connectAttr -f ($P2D+".mirrorU") ($SNF+".mirrorU"); connectAttr -f ($P2D+".mirrorV") ($SNF+".mirrorV"); connectAttr -f ($P2D+".stagger") ($SNF+".stagger"); connectAttr -f ($P2D+".wrapU") ($SNF+".wrapU"); connectAttr -f ($P2D+".wrapV") ($SNF+".wrapV"); connectAttr -f ($P2D+".repeatUV") ($SNF+".repeatUV"); connectAttr -f ($P2D+".offset") ($SNF+".offset"); connectAttr -f ($P2D+".rotateUV") ($SNF+".rotateUV"); connectAttr -f ($P2D+".noiseUV") ($SNF+".noiseUV"); connectAttr -f ($P2D+".vertexUvOne") ($SNF+".vertexUvOne"); connectAttr -f ($P2D+".vertexUvTwo") ($SNF+".vertexUvTwo"); connectAttr -f ($P2D+".vertexUvThree") ($SNF+".vertexUvThree"); connectAttr -f ($P2D+".vertexCameraOne") ($SNF+".vertexCameraOne"); connectAttr ($P2D+".outUV") ($SNF+".uv"); connectAttr ($P2D+".outUvFilterSize") ($SNF+".uvFilterSize"); connectAttr -force ($SNF+".outColor") ($SNA+".color"); setAttr ($SNF+".fileTextureName") -type "string" $ImagePath; $TempArr[0] = $SNA; $TempArr[1] = $SNF; return $TempArr; }