rewrting some import/export stuff for luxinia and wondered if max's mutli-materials (or if a equivalent in maya exists) are actually still used at all?
Yozora, yes, and in doing that it automatically creates a hidden Multi/Sub material containing instances of the materials applied. You have to use "Get Material" in the material browser to find it.
So commander_keen is right
It looks like a bunch of good ideas, hopefully they sped up the scene explore instead of bogging down material editor, there have been times in 2008-09 that I actually launched it and while waiting for it to come up managed to select all the elements I was going to use it to filter.
Some one posted a way to go back to the old simple menu and I've been using that ever since. I'll give it a try when we get around to upgrading at work... fingers crossed.
In every engine I've used multi sub materials add a transform cost to an in-game object. Usually they're especially bad on deforming vertexes. So I avoid using them unless I have to.
Replies
thanks for the quick feedback!
Yes you can, but it will be messy...
You can select certain faces and apply different materials to them and it will auto-assign a different mat id for those faces.
So commander_keen is right
[ame]http://www.youtube.com/watch?v=LfQMIa-gHnI[/ame]
Some one posted a way to go back to the old simple menu and I've been using that ever since. I'll give it a try when we get around to upgrading at work... fingers crossed.