I can't seem to find an answer to this question. I looked up to other forums and people are just saying that the best way to do that is to assign a material with transparency but that is kinda annoying since you have to switch between materials constantly.
Is it possible to write a script or something similar to alter this? Any advice would be appreciated. I am using Max 2015.
Also I switched to Max like a week ago so I am still a noob when it comes to finding all this stuff.
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Also, instead of using See Through mode, you can select the object, right click > Object Properties... and change the Visibility value.
Just assign it to 2 different hotkeys. It would be nice to make a toggle button that stores the old material, switches to 1 material and then goes back to the old material. But I have no idea how to do that.
Also I usually just create an animated material where frame 0 is 100% opacity and on frame 5 it's 0%. Can't remember where I found that but I got it from some tutorial.
( -- $ is the current selection, and could contain several objects -- so we put the selection in an array, and parse it. Now it works on several objects ! sel = selection as array for s in sel do --for each object in the selection ( if s.material == meditMaterials[1] then s.material = meditMaterials[2] else s.material = meditMaterials[1] ) )I'll try to cook something based on material name on lunchbreak.Downside of visibility is it keeps the texture displayed.
( --opacity in % opacityAmount = 20 sel = selection as array try ( for obj in sel do --for each object in the selection ( mat = obj.mat matName = mat.name if (matchpattern matName pattern:"XRAYMAT_*" ignoreCase:false == true) then ( matName = substituteString matName "XRAYMAT_" "" for m in scenematerials do ( if m.name == matName do mat = m ) obj.mat = mat ) else ( XrayMat = standardMaterial () XrayMat.name = "XRAYMAT_"+matName XrayMat.opacity = opacityAmount obj.mat = XrayMat ) ) )--try catch() )Didn't have time to go further. It won't work on an object with no material (yet).I put a try/catch so atleast it wont crash.
It works with material name so if you have several materials with the same name (but you shouldn't uh), it might not apply the good material.
Also I have to put the old material on a new node, because it mays be lost if it isn't present anywhere else.
You can set the opacity percentage you want in opacityAmount
There are a couple of benefits. 3ds Max will render the visibility using Scanline and Mental Ray renderers. And you can set the opacity value unlike See Through mode. And you don't need a material assigned. I guess it doesn't work with DX Shaders, but neither would a material.
Here's a visibility toggle script I had floating around.