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Multi-sub object materials from imported model
show user profile  DrillingSystems

when importing a model into max, is there anyway of using the 'pick material from object tool' to regain the multi sub object list for the whole model instead of getting a single texture each time?

A work around for this is making a copy of the model, attatching all the objects to then get the multi-sub object list in the material editor. but when applying back to the original model, the material IDs no longer match up?

Many Thanks
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5/15/2013 12:49:48 PM (last edit: 5/15/2013 12:49:48 PM)
show user profile  mike_renouf
Not sure exactly what you are trying to do. There is the materials explorer tool, which will allow you to see all materials in the scene?

Are you aware that, if your imported model is made of several mesh or editable poly objects, when you combine them the resulting material will become a multisub object material - even if the individual mesh objects had only single materials assigned previously.

It might be worth giving us a specific example of you problem.

read 293 times
5/15/2013 6:46:58 PM (last edit: 5/15/2013 6:46:58 PM)
show user profile  DrillingSystems
The model is import into Max from a .FLT format, I am able to get the multisub object material when making the model one object (which is a copy of the original model), but then when I re-apply the muitisub back to the original model the material IDs are no longer remembered, and I have to individually re apply the material IDs to all faces of the model.

Its more of a material ID issue than it is a multisub object issue. I wonder if these ID's are reset when importing the model. they do not seem to be preserved.

Many thanks
read 282 times
5/16/2013 11:40:49 AM (last edit: 5/16/2013 11:40:49 AM)
show user profile  mike_renouf
Right... I thought that was what you're getting at.

I think that the model you're bringing into max is made up of separate mesh objects, each with individual materials attached. For this reason their material IDs will probably be all over the place. You might have several pieces which have the same ID, but since they're all assigned individual materials, the IDs don't have to be unique. You can have (for example) three components that are all assigned material ID 1, but they're assigned wood, plastic and glass materials respectively. The overall mesh doesn't have a multisubobject material at that stage - just a bunch of individual materals.

Then when you combine all the objects into 1 mesh, max cleverly collates all the individual materials into one multisubobject material and (I think) reassigns material IDs to the mesh components so that they compliment the newly created multisubobject material.

For this reason if you then assigned the newly created multisubobject material to the original mesh, nothing matches.

The thing to remember is, that multisubobject materials aren't materials as such. They're just a collection of materials.

read 275 times
5/16/2013 12:06:48 PM (last edit: 5/16/2013 12:06:48 PM)
show user profile  DrillingSystems
Yes I think your right.

its not to much of a pain to re-assign the material ID's.
just thought I would check to see if I was missing something obvious.

Thanks for your help.
read 267 times
5/16/2013 12:57:56 PM (last edit: 5/16/2013 12:57:56 PM)
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