Transfer selected image textures to target¶
The operator Transfer selected image textures to target allows to transfer images from a source to a target. This is a convenience operator that simplifies the transfer of color and alpha channels in images with a transfer entry. There are cases where it is necessary to transfer existing paint work because a change in the UV map or mesh topology is made.
Usage:
Select a mesh object or Select multiple mesh objects and select the target mesh object last
Open the Shader Node Editor
Select existing Image Texture shader nodes
Execute the operator Transfer selected image textures to target
Select the target UV map name
If multiple mesh objects were selected, configure the option Use Selected to Active
Click on OK
Launch the operator RGBA Bake
Note
The operator have different search images mode that can be enabled when invoking the operator with Ctrl or Alt.
This operator have different options:
- Target UV map name
Target UV map name to use
- Clear Transfer List
Clear the transfer list before adding any transfer entry
- Search Images Mode
- Editor
Search the images of selected image texture shader nodes in the current shader node editor or all opened shader node editors if the operator context is not in a shader node editor
- Active Material
This mode is enabled when invoking with Ctrl. Search the images of selected image texture shader nodes in the active material shader node tree of each selected mesh object
- All Materials
This mode is enabled when invoking with Alt. Search the images of selected image texture shader nodes in all material shader node trees of each selected mesh object
- Use Split Selected to Active
Use each selected mesh object as a single source and use the active mesh object as the target
- Use Selected to Active
Use the selected to active transfer mode
Configuring the option Use Selected to Active¶
This option is shown when there are multiple selected mesh objects.
- Use Selected to Active enabled
Create a transfer entry for each selected image
Add all selected mesh objects as a source or Add each selected mesh object as a source in a transfer entry if Use Split Selected to Active is enabled
Add the active mesh object as a target
Add the selected image as a source image in the associated source material in each source mesh object
Add the source UV map name according to the vector input of the image texture shader node and if unused, use the active render UV map name of the source mesh object
Add the selected image as a target image in the associated target material in the target mesh object
Add the target UV map name
- Use Selected to Active not enabled
Create a transfer entry for each selected image and each selected mesh object
Add a selected mesh object as a source and as a target
Add the selected image as a source image in the associated source material in each source mesh object
Add the source UV map name according to the vector input of the image texture shader node and if unused, use the active render UV map name of the source mesh object
Add the selected image as a target image in the associated target material in the target mesh object
Add the target UV map name
Note
If the image texture shader nodes are selected in a shader node tree that is not located in any materials of the selected mesh objects, no images will be added.