Peter M. Gruhn Posted January 18, 2010 Share Posted January 18, 2010 From a different thread > I fixed it by cleaning all my sub materials so that only the used slots existed. I don't understand what is meant by "only the used slots exist". I don't think I'm having any problems that would solve, but the information sounds good. Thanks. Link to comment Share on other sites More sharing options...
Justin Hunt Posted January 18, 2010 Share Posted January 18, 2010 The multi-sub material has a number of slots, you can set the number to be more efficient. If you are only using 2 slots but have 10 slots available it can take up more memory and time to evaulate those extra materials, even if they are not being use in the scene. Also if you havn't assigned Face ID's properly, having a messy MSM could lead to rendering errors through incorrect material assignments. jhv Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted January 18, 2010 Share Posted January 18, 2010 Maybe try this script from Blur to do that. I have a script in our asset library somewhere that does it, but I can not remember where it is from, or what it is called. http://www.scriptspot.com/3ds-max/scripts/collapsesubobjectmaterial Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted January 19, 2010 Author Share Posted January 19, 2010 Doh, I was failing to read "sub" to mean "sub". Thanks! Link to comment Share on other sites More sharing options...
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