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.