With this script you can reset all materials in your marerial editor to the Materials what you using in your workflow. This script is tested at 3ds max and 3ds max Version 1.
The script allows for instant PBR material creation, by loading in textures and automatically creating a complete material setup for you, after which you can live edit texture channel assignment, mapping and material parameters. NEW: support for 3ds max , vray5, presets, colorcorrection and invert color. With just one click it opens the Slate Material Editor and displays all the materials for the selected objects well organized in a clean view.
Forget about the annoying material picker tool. Quick load Material Libraries to the Material Editor. Quick code just from scratch as well. Generally useful for all people that found 24 ME slots for not enough.
A very useful script for making lots of material adjustments. This can be unlocked by pressing the lock button to the left of the Diffuse and Ambient swatches. The Ambient light can then be changed independantly. As you can hopefully envisage, many materials can be created by simply using the basic shader parameters.
NOTE: Assigning a material to an object removes any existing material assigned to the object and replaces it. Also, a material can be quickly assigned to an object by dragging it from the sample slot to the object in the viewport. This is not covered in Key Fundamentals, but for information this allows more sampling of any images in the material at render time.
It stops any 'shimmering, or distortion throughout animation sequences, and gives better quality renders for still images. Because the render time is greater a good handle of the supersampling settings is needed to obtain an optimum balance between quality and render time.
Settings can be changed in both the material and on the Render Scene dialog. This is where various maps can be applied to the material. If you found this tutorial useful, you might like to consider making a donation. The area on the right is the Parameter Editor; within that area is a Navigator for moving within the Active View area.
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