地图复制器、收集器、重命名器

Maps Copier Gatherer Renamer

地图复制器、收集器和重命名器是一套专为内容创作者和普通用户设计的工具。 借助地图复制器、收集器和重命名器,您可以轻松快速地创建现有纹理集的新变体,为您的场景和产品赋予全新面貌,或轻松收集内容用于打包和分享。同时,如果需要,您还可以在不影响原始图像映射和原始材质预设的情况下进行所有这些操作。 这套新工具中包含多个脚本。 对于所有用户,无论是否是内容创作者,主要脚本都能一键将您所选表面使用的图像映射副本复制到您选择的文件夹中。您甚至可以同时轻松重命名其中一些图像映射,并决定是否将其应用于场景表面。共有两个主要的复制脚本可供选择,均作用于所选表面的图像映射: 第一个脚本会将图像文件复制并收集到您选择的特定文件夹中,可以重命名您想要的文件,并且仅复制已重命名的映射。这对于编辑和收集映射来说是一个绝佳选择。 第二个脚本会在原始文件夹中重命名图像映射,您可以选择保留或删除原始图像。这是将纹理集选项和变体添加到原始产品文件夹中的完美选择。 对于这两个脚本,在复制过程中,根据您的选择,新图像映射可以简单地作为备份(即不应用于表面),也可以自动应用于您想要的表面:无论是所选表面还是使用相应原始映射的所有场景表面。 这些选择使您能够直接在场景中工作,已应用于您想要的表面的原始图像映射副本已经就位。这样既节省了大量时间,又避免了手动浏览映射、最终收集它们、复制它们、重命名它们以及逐个应用它们等繁琐任务。现在,您只需单击一下,就可以为所有想要的映射完成所有这些工作。 此外,如果您想修改某些纹理——例如,将粉色花朵改为蓝色花朵,或将红色服装改为蓝色服装——您可以在任何图像编辑器中编辑映射副本,以更改其色调、亮度、饱和度,添加新图层和新细节等,从而为您的材质赋予您想要的新外观,同时保持原始内容安全。编辑后,结果将在 Daz Studio 中立即可见,允许您立即渲染,或者如果您愿意,可以保存新的材质预设、道具或场景子集以供日后使用。 无论何时,您都可以使用复制的(修改或未修改的)映射保存您的场景、道具、着色器或材质。对于“收集”的映射也是如此,如果您计划打包内容以便共享,确保所有图像映射都在文件夹中。 为了节省更多时间,脚本可以直接打开您为复制设置的最后一个目标文件夹。 随时可以检查所有所选表面的图像映射所使用的文件夹,确保如果您是内容创作者或希望共享纹理集,所有映射都在您即将打包的文件夹中。如果您想了解确切的图像映射数量,也可以在任何时候进行检查

Maps Copier Gatherer Renamer is a set of specific tools conceived both for the Content Creators and the General Users. With Maps Copier Gatherer Renamer you can, in the blink of an eye, create more efficiently than ever new variations of existing texture sets in order to give a new look to your scenes and products, or you gather your content very easily for packaging and sharing. And you can do all this while keeping the original image maps and original material presets safe if you want to. Several scripts are included in this new set of tools. For all users, content creators or not, the main scripts will create copies of the image maps used by your selection in a single click, in the folder of your choice. You can even very easily rename some of them at the same time, and decide if you apply them to the scene surfaces or not. Two main copy scripts are available, both acting on the image maps used by your selected surfaces: The first one will copy and gather the image files in a specific folder of your choice, with the possibility to rename the ones you want, and the possibility to copy only the renamed maps. This is an excellent choice both for editing and gathering maps. The second script will rename the image maps in their original folders, with the possibility to keep or delete the original images. This is the perfect choice to add texture sets options and variations in the original product folder. For both of these scripts, during the copy process, depending on your options, the new image maps can be simply used as a backup, i.e. not applied to the surfaces, or can automatically be applied to the surfaces you want: either the selected ones or to all the scene surfaces using the corresponding original maps. These choices give you the possibility to work directly in the scene with the copies of the original image maps being already applied to the surfaces you want. A major time-saver since you avoid all the fastidious tasks of browsing to the maps, eventually gathering them, copying them, renaming them, and re-applying them all manually, surface by surface, property by property. All this work is now done, for all the maps you want, in one single click. Furthermore, if you wanted to modify some textures – for instance, to have blue flowers instead of pink flowers or a blue outfit instead of a red outfit - you can simply edit the copies of the images in any image editor to change their hue, lightness, saturation, to add new layers and new details, etc., etc., which will give to your materials the new look you want, keeping your original content safe. After edition, the result will be immediately visible in Daz Studio, allowing you to render immediately or, if you prefer, to save a new material preset, prop, or scene subset for later use. Whenever you want you can save your scene, props, shaders, or materials using the copied (modified or not) maps. This is the same for the "gathered” maps if you planned to pack content for sharing, being sure that all the image maps will be in the folder. In order to gain even more time, a script can directly open the last destination folder you set up for the copy. At any time, you can check the list of folders used for the image maps of all your selected surfaces, making sure that all your maps are in the folders you are about to pack if you are a content creator or if you want to share a texture set. You can also know exactly the number of image maps used.

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