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You can choose to keep opacity maps/bump maps/ displace maps this will work with nested materials, multi-sub, VrayBlends etc… You can also exclude by a material name, and using Wildcards you can exclude all materials which have glass in their name for instance by putting in *glass* into the name exclude box. You can keep refractive materials and automatically desaturate refraction / fog / exit colour/maps. Keep the excludes on for whichever materials you want to preserve (let me know if you want more there). Choose the Material Editor Sample Slot you want to get your Override/Chalk Shader from, that’s down bottom left in Slate or one of the sample slots in the Compact-Material-Editor.
