3ds Max More Material Slots
The sample slots let you maintain and preview materials and maps. Each slot previews a single. You can change the material by using the Compact Material Editor controls, and you can apply the material to objects in the scene. The easiest way to do this is to drag the material from the sample slot to objects in viewports.
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- (Material Editor): Compact > Sample slots display
The material sample display window at the Material Editor is limited to show a maximum of 24 material slots, which does not mean the user is limited to work with only 24 materials. Welcome to Autodesk’s 3ds Max Forums. Share your knowledge, ask questions, and explore popular 3ds Max modeling topics. If i have 20 Multi-sub objects in 3Dmax, how can i get 20 material slots in UnrealEngine4? Please see the Autodesk Creative Commons FAQ for more information. Added support for 3ds Max 2019 and 2020. Added IOR, Metallic and Translucency texture channels. Automatically sets the right Glossniss/Rougness and Metallic settings. Clear and Default texture channels. Set Real-world scale.: update v1.01. Added support for 3ds Max 2016 and 2017. Add material to your material sample slots. In 3ds Max, open either the Compact Material Editor or Slate and go to the Sample Sphere slots. (In the following example, the Compact Material Editor is shown in 3ds Max 2021, with 24 Physical sample materials loaded.). Drag and drop images directly into material editor map slots (requires 3ds Max 2017 Update 1) Creative Market - Search thousands of high quality 3D assets. Object Paint 3D files by simple drag and drop into 3ds Max scene; 3ds Max file details available; Collection files (.3dsmal) are viewable and can be added via drag and drop inside the app.
You can display a sample slot in a window of its own. This magnifies the sample slot, which can make it easier to preview the material. You can resize the magnified window to make it even larger. To magnify a sample slot, double-click it, or right-click and choose Magnify from the pop-up menu.
The Material Editor has 24 sample slots. You can view them all at once, six at a time (the default), or 15 at a time. When you view fewer than 24 slots at once, scroll bars let you move among them.
A material in a slot is shown on a sample object. By default, the object is a sphere. Use the Sample Type flyout to change the sample object.
By default, a standalone map in a slot fills the whole slot. This is when the slot shows only a map; for example, when you drag the map onto the slot from elsewhere in the 3ds Max interface. When a map is assigned to a material, the slot shows it as part of the material, mapped to the sample object.
Sample slot showing a map
Hot and Cool Materials
A sample slot is 'hot' when the material in the slot is assigned to one or more surfaces in the scene. When you use the Compact Material Editor to adjust a hot sample slot, the material in the scene changes at the same time.
The corners of a sample slot indicate whether the material is a hot material:
- No triangle: The material is not used in the scene.
- Outlined white triangle: The material is hot. In other words, it's instanced in the scene. Changes you make to the material in the sample slot will change the material displayed in the scene.
- Solid white triangle: The material is not only hot, but is applied to the currently selected object.
Left: 'Hot' material applied to currently selected object.
Middle: 'Hot' material assigned to scene but not to currently selected object.
Right: 'Cool' material: active but not assigned to scene.
A material is 'cool' if it is not applied to any object in the scene.
To make a hot sample slot cool, click (Make Material Copy). This copies the material in the sample slot on top of itself so that it's no longer used in the scene.
You can have the same material (with the same name) in more than one sample slot, but only one slot containing that material can be hot. You can have more than one hot sample slot, as long as each has a different material.
If you drag to copy a material from a hot slot to another slot, the destination slot is cool, and the original slot remains hot.
As of writing this post (3ds Max Interactive / Stingray 1.9) there isn't a way to directly use arrays in Flow, we can use them from Lua. But they would be so handy to do it all in Flow! So this is the first a series of posts on possible approaches that will let you use arrays.
The objective is to have an array with materials and assign those to a number of objects we create on the fly.
In this post I'm going use the 'script do string' node, that way everything I do will be in the flow.
There are two parts to it:
1. On level start we are going to intialise the array, in this case I wanted to make the array values easily editable so I used 'String Data' nodes that feed into the 'Script Do String' Node. One drawback is the limited number of input, but it works here as I only needed four.
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In the node I use the following Lua code to build up the array:
test_array={}; test_array[0]=select(1,...); test_array[1]=select(2,...); test_array[2]=select(3,...); test_array[3]=select(4,...);
What this does:
- first I declare that test_array is an array.
- then a semi colon so I can add more commands in the same string
- followed by setting the values for the four array element: in square brackets the index and the value is retrieved using the select(n,...) function with indices 0 to 3.
2. Now that the array is defined we can use it,
First we use the normal flow nodes to instance four units when you hit the 1 key on the keyboard:
- Set the 'button name' of the 'keyboard button' node to 1
- Hook its out to the in of the 'for loop' node
- set the start and end values of the 'for loop' node to 0 and 3
- the 'current value' of the 'for loop' node is hooked up to the X of te 'Vector from Component' node - that way they get created side by side
- the actual units get created by the 'Spawn Unit on Position' node which takes the string data that contains the unit name, the position we computed in the 'Vector from Components' node. The 'loop body' of the 'For Loop' node needs to be hooked to the 'Spawn' of the 'Spawn Unit on Position' node.
- once all that is done we get to the 'Script Do String' node which uses the 'Spawned Unit', the material slot name from the 'String Data' node and the 'Current Value' of the 'For Loop' node to run the Lua code. The 'Spawned Unit' from the 'Spawn Unit of Position' node needs to be hooked to the 'In' of the 'Script Do String' node in order for the Lua code to be triggered.
The Lua code used is relative simple:
stingray.Unit.set_material(select(1,...), select(2,...), test_array[select(3,...)])
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What this does:
- the stingray.Unit.set_material function needs three parameters: 1. the unit, 2. the material slot name and 3. the material name we're going to use in this slot.
- we get the unit by calling select(1,...) - so we need to hook up the unit to the arg 1
- we get the material slot by calling select(2,...) - so we need to feed the slot name (which you can check in the unit editor) to arg 2
- we get the actual material name by looking up the index (which we get from select(3,...)) in the test_array array - so we need to feed the current value from the for loop to arg 3.
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To run this in your own level you need to provide the following:
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- four materials, enter their their paths (relative to the project) in the four 'String Data' nodes of the 'initialise array' section
- a unit, enter that path in the top 'String Data' node of the 'use array values' group and enter the material slot name (which you can find in the unit editors materials section) in the bottom 'String Data' node of that same group.
- You may want to add a multiply or divide node before the 'X' of the 'Vector from Components' if the unit is wider than1.