Description
A one-click solution that allows you to build bulk shaders for texture-sets, using the textures to generate PBR materials for 3ds Max, and supports various render engines such as VRay, Corona, RedShift, native 3ds Max materials, Arnold, and others.
It’s flexible enough to work with any sort of color workflow, whether you are working in PBR, Glossiness, Metallic or even custom. You can use the tool to even build completely custom shaders by simply assigning any maps you want to the map channels available in the interface.
Features v0.0.1
- Compatible with 3ds max 2022 or newer.
- Auto texture channel recognition and organization
- Auto assigned color space and gamma to each map
- Customize Effects Channel and UV Map Channels
- Apply directly to selected objects
- Apply directly to material editor (Compact and Slate)
- Apply to teapots evenly spaced out
- Supports the creation of VRay, Corona, RedShift, Arnold, Standard and Physical materials.
Features v0.0.2
- Added ability to save/load material libraries from visible texture sets in listview
Features v0.0.3
- Added support for naming conventions that may have either of the following, where the map name determining the material slot has a leading and trailing underscore or just a leading. Both options are now supported.
- clay_shingles_basecolor_2k.png
- clay_shingles_basecolor.png
- clay_shingles_basecolor_.png
Features v0.1.0
- Vastly improved the sorting logic for tokens
- Added a Settings dialog accessible from the Edit menu for customizing tokens and default values
- Control if thumbnails are visible to improve performance
natenorbie (verified owner) –
Been looking for a tool like this to quickly load materials for Corona Render. Currently, its buggy when loading for Corona Render both Physical and Legacy. No material previews, metals don’t translate well and “Incorrect Gamma” on Normals. Hoping this is fixed in future update.
ario8h (verified owner) –
The script is quite useful, but it has no save button after I set the textures. it will great if you add the save button and can be used as a textures library too.
admin –
The latest release allows you to save out a material lib and load it
ario8h (verified owner) –
I’ve updated to the latest version and it’s great I can save it as a material library but unfortunately, I can’t load the .mat file into this script.
elvis-star007 (verified owner) –
add Octane Render
admin –
I can do that, i just need to get a copy of the render engine. I’ll look to do that over the next few weeks and add support for it. Thanks for the feedback
Andy Byrne (verified owner) –
Hey John. I’m not seeing where you run the tool from, after running the .ms installer.
admin –
You find it in the customize settings. Add it to a shortcut or toolbar menu.
Bien Manzares (verified owner) –
Incredibly useful tool. Sometimes it just doesn’t recognize that ‘basecolor’ as exported from Substance Painter is meant to go into the diffuse slot.
Also it would be nice if it was able to recognize and load UDIMs too.
admin –
what is the name of your basecolor map? That may be the issue.
Kidd Kosmonaut (verified owner) –
I really like the script and its made me wonder why there are not more tools out there like this for working with folders full of texture images. Ive seen a few other tools like this but they all just load textures for one material at a time whereas I really like that this one will try to build multiple materials out of a whole folder of textures. And I love the purpose of easily creating material libraries. Some ideas for improvements are that I am currently having an issue where sometimes it doesnt group all the texture images that make up a material under one material node, instead it will spread them out over several material nodes and I cannot figure out how to get it to group them under one material.
Another idea is to have a menu where the user can customize the input the flags the script should look for when deciding which map slot to place the texture images into the material.
And lastly it would be really nice if i could just click and drag the map inputs around inside the plugin.
I hope this plugin continues to get some attention because i think it could be really great for artists with large texture libraries and who want to easily create material libraries in 3dsmax!
admin –
thanks for the kind words