

The 'Render Map' option (right-click a sample sphere whilst in the diffuse/bump/spec slot. eps format will allow you to work with them as vector lines in Adobe Illustrator and wont decrease in quality as you zoom in. (just use the eyedropper tool to place it in the material editor) Additionally, when dropping images/videos to different polygon selections, max assigns material IDs as needed and with the eyedropper you get a Multi/Sub-Object material. You can drag and drop images/video right into the viewports from windows explorer to create a new material with that image/video in the diffuse slot. When unwrapping selecting certain chunks and use flatten mapping to get a head start. When unwrapping uv's using copy and paste is a HUGE time saver. (you can't rotate it if you enlarge the slot window though)


You can rotate the sphere (or custom shape) in the material editor slot by holding down MMB and dragging your mouse. This is particularly useful in Mental Ray as that doesnt support the Morpher material. To display an assigned texture map in the viewport click the 'Show Map in Viewport' button (the blue/white checker cube) in the 'Material Editor'.Ĭlick the eyedropper tool next to the material name then click on an object the viewport and it will copy the objects material to the selected sphere.Īn easier to use alternative to the Morpher material is to create a multi-sub material with the different materials in it then use a Material modifier on the object and animate the material ID over time. Material editor is not the list of all materials in the scene, here is how to list them: Material editor > get material > scene). If a material is assigned to anything in the scene, small triangles appear in the corners around the material slot in the material editor. You can apply a single UnwrapUVW modifier to multiple meshes simultaneously to allow them all to be unwrapped onto the same texture map a lot easier. To hide the materials in the viewport select 'Object Colors' in the Shaded section at the top of the display tab. To remove an assigned material from a mesh, drag the NONE material from the 'Material/Map Browser' via the 'Material Editor' on to your mesh, or use the UVW Remove utility in the utilities panel (click the 'more' button to open it).
