Chaos Corona Forum
General Category => General CG Discussion => Topic started by: Jpjapers on 2018-02-15, 00:12:27
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Is it bad practice to nest multisubs within multisubs?
I'm trying to build a material library for work as I'm tired of making the same materials I've and over again and trying to think of the best way to structure and organise preset materials in a library that's loaded into the maxstart scene.
I want to do this in max standard, corona and eventually a set for ue4 so I can convert a scene from say standard to corona versions by importing the corresponding material library and assigning it to the scene.
Is there a better way of doing this?
Thanks
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Hi. I'm not sure what you mean by "multisubs within multisubs" but regarding materials, you pretty much describe thebworkflow I've been using for years.
If you make the same materials for different render engines and keep the names the same, then it's possible to replace all materials in the scene within a few seconds, either by loading a matlib file or by getting the materials from a max file. The latter option is the one I'm using more and more since this way instanced maps keeps being instanced.
I've used this for files that I must deliver with native max materials, but I still want to render and work with using 3rd party renderes, or when working with Unity, where I've build the same materials in Unity as I'm using in max.
Hope it helps
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Hi. I'm not sure what you mean by "multisubs within multisubs" but regarding materials, you pretty much describe thebworkflow I've been using for years.
If you make the same materials for different render engines and keep the names the same, then it's possible to replace all materials in the scene within a few seconds, either by loading a matlib file or by getting the materials from a max file. The latter option is the one I'm using more and more since this way instanced maps keeps being instanced.
I've used this for files that I must deliver with native max materials, but I still want to render and work with using 3rd party renderes, or when working with Unity, where I've build the same materials in Unity as I'm using in max.
Hope it helps
So i mean having a multisub object material named 'library' and in slot 1 having another multi sub object material named 'Laminate' or 'ceramic tiles' etc. much like the structure of our texture library on disk.
Could you explain what you mean with the max file. I Assume just when you merge the max file you tell it to replace the existing scene materials? Is that it?
Thanks
Jack
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What would be benefits of such complicated nested multisub system? Why don't you want to use material libraries instead?
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What would be benefits of such complicated nested multisub system? Why don't you want to use material libraries instead?
In my mind this would be loaded in much like the autodesk materials in the maxstart file and then my team can pick and choose which materials they need from the premade palette. I guess i could have a separate library for each material type. Ive never used libraries really. Are they easy to structure?