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?
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.
As the title says - How can I add a material to material library through Slate editor? I created the library and it appears as a tab to the right but how do I place my materials there? I tried dragging and dropping the node but that didn't work. I also tried right-clicking the node and searching there but nothing there either.
How can I get glossy result in Slate material editor? I do not seem to have any problem in compact material editor with glossy and reflectivity set to 1
What have happened with the material editor(slate?) in 3ds max 2014, its takes years to render a material compared to render the same maps and material in 2013.
Problem does not stop there, quite often the whole 3dsmax dies to when it stucks on a material?
how to copy paste maps in the Slate material editor. I would like to take a Color correct map with a certain set of values then copy paste it and use it in another material running another bitmap through it.
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?
I'm having difficulty placing a pattern type on my materials. When I select the pattern from the list that pops up and I click "OK," the pattern selector pops back up and won't let me exit. I think that if I go back to my original pattern, it will go away. I've tried restarting Revit and various other matierals in other projects on different types of families in both the surface and cut pattern prompts.How do I chage my patterns?
How to get the all the materials back in the materials palette?When I switch to 3D Modeling and go into the Render Tab in the Materials section, I do not have any materials loaded.
I have just downloaded AutoCAD Architecture 2014 and am finding the materials editor difficult as I am used to using the 2010 materials editor. Is there a way of changing the editor back to 2010 or is there a basic tutorial available on how to use the 2014 material editor?
How to make the name of a material show up in the Compact Material Editor? For instance, if I double-click on a standard material, and put it into the first material slot, the name stays "Default-01" instead of "Concrete_brown_stucco" (for instance).
This isn't a BIG deal but it's just one more thing to slow the workflow down !
Other than rendering this scene, I was trying to see if I can get the object in model space to show the details of the material I have in the browser more accurately.
I butchered the .dwg trying to compress it to an uploadable size, so I hope it can be viewed..
Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.
I quit a file opened up a new one and the model space is white. I looked under my preferences to see if the background got changed to white but it is still set on slate. I cannot see anything. When I go to open the file the small preview shows it correctly on a slate background, but then when I open it, I cannot see it. It is all white. I tried shutting down, restart and opening other files.
I would like to make a marble slate with a raised border around it, and possibly have a 3-D effect on it where it would be jumping out at you. I would also like to have engraved font,
In Max 2009 I could rotate the sphere in the sample slots to inspect how the material looks. In Max 2012 when I press and drag the middle mouse button the sphere won't rotate.
We've just started using an attribute in a dynamic block and I'm curious if there is a faster way to edit the text, like how you just click outside the dtext or mtext editor to save and exit. the editor.
We only need to edit the value field, not any of the other attritubes. I really like how the dynamic block is saving us some time, but the outdated editor is really irritating, and it's not always convenient to hit Tab then Enter on the keyboard.
Is there perhaps an alternate editor, or a way I can edit the value text in the mtext editor by default rather than opening up the Enhanced Attribute Editor?
I saw one video in which a Photoshop geek quickly launces his raw editor by clicking on a small, illegible icon in the lower right-hand of his Layer Icon in his Layers Dialogue but of course he doesn't explain how that works, and there is no such corresponding little sub-icon in MY Layers icon, and the word Raw doesn't even seem to show up anywhere in any menu. I know this has to be possible. I can open a raw file (.nef, in this case) the obvious way, but after switching it over to Photoshop I can't switch it back to the raw editor (?)
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".
When i go back to the "Compact Material Editor" (which waists time), I can select the Standard icon but "Maps" is not available in the "Material/Map Browser" when i right click on an open space.
I've been using Illustrator to draw certain parts of illustrations-like surgical instruments in a drawing otherwise done by hand or in Photoshop-through many versions of Illustrator. CS3, CS5 and now CS6. And I'm having trouble now making use of the old, saved instrument files because it's impossible to "join"lines in them. There may be other problems as well, but that one is the biggie right now. Is it understood that old Illustrator files will be difficult to manipulate in newer versions of the program? I would have thought that a vector file is a vector file, etc. I have older versions of AI, but there's an activation issue I have to sort out first. SHOULD I be able to work with older files in AI CS6?
I am working on some fairly basic 3D extrusions. I am applying materials to the different objects (eg. Marble), however, when the marble is placed it is too large. I want to scale the overall pattern/material down.
I'm relatively new to 3d modelling and I'm currently experiencing an issue with regards to double sided materials. I'm attempting to texture the trumpet/ horn section of a gramophone. the final result of the render is really poor and is no where near the desired outcome. I'm not entirely sure if this is due to my render setup, poor modelling or something else.
After I create a window, and I go to the materials editor and assign a multi/sub-object material to it, I get the 10 slots as expected but there are no materials assigned to any of the slots.
When I watch tutorials, it seems like everybody else is getting the 5 sub-materials that correspond to each part of the window (glass, frame, etc.).
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 :
- for direct3D, "hardware shading" for the viewport and in the material editor - 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]......