a temporary mesh will be generated in that tool with unique material ID's and different colors on each element. That mesh is used to bake the texture map - even in previous version never did I intended to keep that mesh, so its always deleted afterwards. If you want to have a separate function that just assigns a multi sub…
yeah I do similar thing, here is my function fn apply_blockmats_to_HI objs=( if classof objs == array then ( max modify mode element_number= #() obj_number=#() faceIDs = #() FOR obj in objs do ( if classof obj.baseobject == Editable_Poly then ( carryon=1 newobj = copy obj newobj.name = uniquename("_BLOCKMAT_"+obj.name)…