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Multi/Sub-Object material system like 3ds Max has

Multi/Sub-Object material system like 3ds Max has

(Copied from original User Voice forum)

 

"Fix per-face assignments."

 

"The per-face assignment of materials in maya doesn't work well with renderlayers. This is known since maya 7.0

The 3dsmax multi-sub object shading system allows per face shading assignments in an organized way that wouldn't break renderlayers. Groups of faces on a single mesh get an ID. Then you have a master shader that specifies which sub-shader is applied to each of the IDs. This allows for safe use of face selections and the ability to reuse entire lookdev (for a whole car for example) just by defining the IDs on the new mesh. so powerful."


"The 3dsmax multi-sub object shading system allows per face shading assignments in an organized way that wouldn't break renderlayers. Groups of faces on a single mesh get an ID. Then you have a master shader that specifies which sub-shader is applied to each of the IDs. This allows for safe use of face selections and the ability to reuse entire lookdev (for a whole car for example) just by defining the IDs on the new mesh. 
so powerful."

3 Comments
mickeal_alex
Enthusiast

It's also a pain to select faces of one object that have a certain material assigned to them by selecting them through the material, it usually selects multiple objects that have that material assigned to them. 

yeah Max is so methodical and thoughtfull at these stuff

BenediZ
Collaborator

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