i never found maxes multi material to be that logical, the cluster
approach of
xsi seemed way simpler and more rationally
presented.
only problem is when it comes to clusters (does the 3rd party max pass
tool mentioned earlier
handle multimaterials?)
i trust soft is working on a way to deal with partitions and clusters.
_sam
Sam Cuttriss
3D Aficionado
Steven Caron wrote:
i am working a Max crew right now and we were talking
about Max's multi-material and it made me think we could use this idea
for cluster based materials.
it would require another type of material... meaning another type of
material node you can apply to an object. not another illumination node
which comes to the left 'material' node.
from what i understand the multi material in max uses an ID or index.
you can apply any shader or shader tree to this index number. then the
polygons on the object can be assigned a material ID. the indices
connect with each other.
so if implemented in XSI i think we could build a material, expose the
ID or index through an override. then plug your material into that
index, resulting in a cluster on an object that has been overridden
while leaving other clusters intact.
just some thoughts
On 5/1/07, Graham
D Clark <mailgrahamdclark(at)gmail.com>
wrote:
Hey
Guillaume,
On 5/1/07, Guillaume Laforge <guillaume(at)alamaison.fr>
wrote:
>
> > -overriding cluster based materials
>
> It is already possible. Just create an empty geometry in the
partition and apply your "cluster material" on it.
thats one of the kludges, but its difficult to support, ie move
around, track, rebuild, and manage, in a large pipeline