fn converMat obj =(
colorSrc=color 200 200 200
try(
colorSrc=obj.Material.Generic_Color
)
catch()
try(
colorSrc=obj.Material.Concrete_Color
)
catch()
try(
colorSrc=obj.Material.Wall_Paint_Color
)
catch()
try(
colorSrc=obj.Material.Ceramic_Color
)
catch()
try(
colorSrc=obj.Material.diff_color
)
catch()
try(
colorSrc=obj.Material.Masonry_Color
)
catch()
try(
colorSrc=obj.Material.Metallic_Paint_Color
)
catch()
print colorSrc
obj.Material=Standardmaterial ()
obj.Material.Ambient =colorSrc
obj.Material.Diffuse = colorSrc
)
for obj in selection do
(
print obj.material
if (obj.Material != undefined and Classof obj.Material == StandardMaterial)then
(
colorDiffuse=obj.Material.Diffuse
colorambient=obj.Material.ambient
colorSpecular=obj.Material.Specular
opacity=obj.Material.opacity
diffuseMapSrc=obj.Material.diffuseMap
obj.Material=Standardmaterial ()
obj.Material.Diffuse=colorDiffuse
obj.Material.ambient=colorambient
obj.Material.Specular=colorSpecular
obj.Material.opacity=opacity
obj.Material.diffuseMap=diffuseMapSrc
obj.Material.bumpMap=diffuseMapSrc
)
else if(obj.Material != undefined and Classof obj.Material == MultiMaterial)then
(
num=1
for subMat in obj.Material do(
if(Classof subMat==Autodesk_Material) then (
colorSrc=color 200 200 200
try(
colorSrc=subMat.Generic_Color
)
catch()
try(
colorSrc=subMat.Concrete_Color
)
catch()
try(
colorSrc=subMat.Wall_Paint_Color
)
catch()
try(
colorSrc=subMat.Ceramic_Color
)
catch()
try(
colorSrc=subMat.diff_color
)
catch()
try(
colorSrc=subMat.Masonry_Color
)
catch()
try(
colorSrc=subMat.Metallic_Paint_Color
)
catch()
print colorSrc
obj.Material[num]=Standardmaterial ()
obj.Material[num].Ambient =colorSrc
obj.Material[num].Diffuse = colorSrc
)
num=num+1
)
)
else if(obj.Material != undefined and Classof obj.Material==Autodesk_Material)then
(
converMat(obj)
)
)
colorSrc=color 200 200 200
try(
colorSrc=obj.Material.Generic_Color
)
catch()
try(
colorSrc=obj.Material.Concrete_Color
)
catch()
try(
colorSrc=obj.Material.Wall_Paint_Color
)
catch()
try(
colorSrc=obj.Material.Ceramic_Color
)
catch()
try(
colorSrc=obj.Material.diff_color
)
catch()
try(
colorSrc=obj.Material.Masonry_Color
)
catch()
try(
colorSrc=obj.Material.Metallic_Paint_Color
)
catch()
print colorSrc
obj.Material=Standardmaterial ()
obj.Material.Ambient =colorSrc
obj.Material.Diffuse = colorSrc
)
for obj in selection do
(
print obj.material
if (obj.Material != undefined and Classof obj.Material == StandardMaterial)then
(
colorDiffuse=obj.Material.Diffuse
colorambient=obj.Material.ambient
colorSpecular=obj.Material.Specular
opacity=obj.Material.opacity
diffuseMapSrc=obj.Material.diffuseMap
obj.Material=Standardmaterial ()
obj.Material.Diffuse=colorDiffuse
obj.Material.ambient=colorambient
obj.Material.Specular=colorSpecular
obj.Material.opacity=opacity
obj.Material.diffuseMap=diffuseMapSrc
obj.Material.bumpMap=diffuseMapSrc
)
else if(obj.Material != undefined and Classof obj.Material == MultiMaterial)then
(
num=1
for subMat in obj.Material do(
if(Classof subMat==Autodesk_Material) then (
colorSrc=color 200 200 200
try(
colorSrc=subMat.Generic_Color
)
catch()
try(
colorSrc=subMat.Concrete_Color
)
catch()
try(
colorSrc=subMat.Wall_Paint_Color
)
catch()
try(
colorSrc=subMat.Ceramic_Color
)
catch()
try(
colorSrc=subMat.diff_color
)
catch()
try(
colorSrc=subMat.Masonry_Color
)
catch()
try(
colorSrc=subMat.Metallic_Paint_Color
)
catch()
print colorSrc
obj.Material[num]=Standardmaterial ()
obj.Material[num].Ambient =colorSrc
obj.Material[num].Diffuse = colorSrc
)
num=num+1
)
)
else if(obj.Material != undefined and Classof obj.Material==Autodesk_Material)then
(
converMat(obj)
)
)