3ds Max :: Instancing Materials In The Slate Editor

Mar 15, 2011

When working on materials in Slate's "View" panel it's easy to shift/drag to make a copy of a material component. However, that operation makes a copy, not an instance, and it does not provide a prompt when drag/copying as the Compact Material Editor does. Is there an intuitive method for instancing material components within the View panel in Slate? Sure, I can switch back to the Compact Editor, but it would be better/more efficient to stay in the same material editing work environment.

Regarding Shift/Dragging materials in Slate, there's another odd behavior I'm getting. If I press Control while in the View Panel, a plus sign shows up near the cursor, which I intuit to mean it is in "copy" mode. But, Control/Dragging a material component produces no visible effects (nothing happens). what that plus next to the cursor is indicating?

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3ds Max :: Slate Material / Compact Editor

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We're discovering some sort of disturbing differences in some of the shaders in the Slate versus the traditional material editor. You can find them everywhere, but a good example is the Matte/Shadow/Reflection material. Under Additional Params in the Slate node you'll find more parameters than are in the Compact editor (also what is called the Parameter Editor in Slate). Found no information on these extra parameters. See the attached image. Substance maps are another example of different parameters.

The attached image shows parameters missing.

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3ds Max :: How To Drag / Copy A Material From The Slate Editor Into The Environment Map Slot

Sep 24, 2011

1) Is there a way to drag/copy a material from the slate editor into the Environment Map slot in the Environment/Effects dialog box?

Or

2) Is there a way to put a non-assigned material from the Slate editor into a slot in the Compact Material Editor?

I'm trying to put a Env/Background Switcher into the Environment map slot. I FIRST created the Env/Background Switcher in the slate editor (this is simply the order I worked in and found I couldn't go further).

However, from the Slate Editor, I can't copy, drag, or assign this material, whether to the Environment dialog box, an object in the scene (objects won't accept the Env/Bkg Switcher), nor to a slot in the Compact Material Editor. Perhaps I'm missing a button click or a command someplace?

The only way I can do this is to rebuild the material in the Compact Material Editor (start with a clean Env/Bkg Switcher), or click in the Environment Dialog box's Environment Map slot and start by choosing an Env/Bkg Switcher.

* * * How can you simply go from the Slate Editor to the Environment map slot?

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Regarding photoshop cs4 win extended.

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If there are no procedural textures.

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Apr 27, 2011

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May 3, 2013

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May 13, 2011

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This isn't a BIG deal but it's just one more thing to slow the workflow down !

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May 2, 2013

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Jan 12, 2012

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System specifications: AutoCAD 2014 64-bit SP1, Windows 7 64-bit SP1, Intel Core i7-2600K, AMD FirePro V4900
16GB RAM, Crucial M4 SSD, 3 Dell Monitors (2 30" 2560x1600 & 1 20" 1200x1600)

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I upgraded to 3DsMax 2011 and still have some problems navigating the Slate Material Editor. I want to create a Mix material as the "first" material but I'm only able to double click on the Sample Slot to get a standard material in the "View1" as my "first" material. I am able to create a "Mix" node here, but it has to be connected to the "Standard" material and this makes it so that i can not drag the material in to the "Environment and Effects" tab as my "Environment Map".

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I recently downloaded Revit 2013, and when I try to add materials, Revit crashes immediately.

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Dec 19, 2012

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3ds Max :: Display Materials In The Viewport

Aug 23, 2011

I am trying to display materials "realisticly" in the viewport and for some reason can't do it with the nitrous driver : all materials display as black and white checkers. It does work with the Direct3D driver.

The two images below show you the problem : the blue one is the correct material as displayed using Direct3D (it has a noise bump map applied to it), the black and white is what nitrous displays.

My display settings are :

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- for nitrous, "realistic shading" for the viewport and in the material editor. With or without map doesn't make a difference.

when more generally this checker is displayed instead of the material ?

ps. By the way I couldn't understand the difference between 'area' and 'forums' at [URL]......

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