Material Texture Loader

3 votes
Version: 
v1.22
Date Updated: 
09/24/2019
Author Name: 
David Zaagsma

The Material Texture Loader is a 3ds Max script designed to quickly load in textures, create a material and apply that to your scene. It works well for a PBR texture workflow, but it can be used for any type of texture that needs to be loaded as part of a material.

Features

  • Texture channel regonition based on industry standard name filters and customizable names.
  • Create all required maps with correct gamma for each corresponding material channel.
  • Live material creation and editing, through intstant texure loading, channel assignment, material and map editing.
  • Link Mapping and Coordinates for all bitmap and triplanar maps of the same material.
  • Add and adjust advances map and parameter setups, like  Composite maps for AO and Bump maps, Color Correction map for diffuse, Mapping Channel, Real-world mapping size, Blur filtering, IOR and Material ID.
  • Easily apply materials to Selected object, Material editor or Drag and Drop functionality.
  • Choose between Vray, Corona, Redshift, Arnold, FStorm, Physical and Standard texture maps and materials.

Compatibel with 3ds max 2016 to 2020. VRay, Corona, Redshift, Arnold, FStorm, Physical and Standard materials.

Get it on Gumroad.

Version updates

26-10-2019: update 1.22

  • Support for Physical Material and Blended Box Mapping
  • Live adding extra textures to already your material
  • Color Correction map for diffuse channel
  • Flip green channel in Normal Map
  • Improved Metallic workflow for Specular materials, like Corona and Fstrom

24-09-2019: update 1.21

  • Add custom texture name filtering
  • Improved texture name regonition
  • Improved blur filtering and gamma settings
  • Arnold 4 support

26-08-2019: update 1.20

  • Live texture loading and material channel assignment.
  • Live bitmap and material parameter editing.
  • Support for FStorm.
  • Set Real-World and Triplanar scale size
  • Improved parameter linking

30-07-2019: updated 1.12

  • Create materials without textures.
  • Base diffuse, reflection and glossiness material inputs.
  • Arnold parameter linking
  • UI and material display improvements

11-07-2019: updated 1.11

  • Redshift 2.6 support
  • Vray 3.x support
  • Added a checkbutton to include all texture channels, even if the material doesn't have an available slot for it
  • Material Editor automatically opens when placing a material into it.

02-06-2019: updated 1.10

  • Added support for Redshift and Arnold
  • Added triplanar mapping and linking
  • Added AO and emmisve channels
  • Apply to objects, sample slot and slate view
  • Improved channel named recognition and specular, metallic worflow
  • Added extra parameter settings
  • Detects current renderers

13-04-2019: updated 1.02 

  • Added support for 3ds Max 2019 and 2020.
  • Added IOR, Metallic and Translucency texture channels.
  • Automatically sets the right Glossniss/Rougness and Metallic settings.
  • Clear and Default texture channels.
  • Set Real-world scale.

07-04-2019: update v1.01

  • Added support for 3ds Max 2016 and 2017.
  • Add material to your material sample slots.
  • Set Blur filtering.

 

Version Requirement: 
2016, 2017, 2018, 2019, 2020
Video URL: 

Comments

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bronius's picture

1.20

I bought script version 1.20. How to update to 1.22?

DavidZaagsma's picture

reflection and ior settings.

Hi robox, thank you for the comments.

The reflection is set to sRgb/gamma 2.2/inverse gamma .45, because I read on multiple places it is the proper way. The reflection channel colors the object, just like the diffuse channel does and since in most cases images are created in sRgb color space, then those are the color values we want to use for tinting the color of the reflection. Basically, if the color of a texture is used for what it 'looks like' to our eyes, you want to set it to sRGB. The same goes for emmissive and translucency channels.

The default ior is from Corona default, which is also closer to what Allegorithmic discribes as the most common ior for materials and what other renders use as a default. Vray's 1.6 seems to be an outlier in that regard. Differences are minimal however.

The gamma input is a good idea. I will try to add it in an upcoming update. Along with some preset, or set default settings.

robox's picture

Input Gamma for Reflection slot

Hi,

first of all great script and a huge time saver...was looking for a script like this for some time for megascans, poliigon and RDT. So this was an instant buy for me :)
There is only one thing i think should be changed. The input gamma value for the reflection maps should also be 1.0.
At least for proper usage of the poliigon, megascans and RDT materials. May be you could add an additional row next to strength, to manually change the inverse gamma value in the vrayhdri loader or make some sort of a presets system, so one could customize these settings. Also why is the iOR value always default to 1,52 ?

Thanks

Robin

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