THE
DARK SIDE OF THE MOON (Click Here For Index) |
TreeMatoGraph
MaxScript 0.5.0 for 3ds max 5 (06/04/2003)
Copyright (c) 2002-2003 by Borislav Petrov
|
SHORT
DESCRIPTION |
TreeMatoGraph
is a graphical interface to the Material Editor in 3ds max
5.
It lets you visualize and edit maps/materials
relationships and quickly navigate the Material Editor.
It might work in 3ds max 4 but is not officially supported and might cause Assertion Fault messages under that
version. Some features are not supported for technical reasons. |
|
QUICK
CONTROLS REFERENCE |
Function
|
UI Mode
|
Key
|
Add New Root Node
|
Move
|
LMB double-click empty
editor background
|
Add New Map
Node
|
Move
|
LMB double-click editor
background with root present
|
|
|
|
Move Node
|
Move
|
LMB click Node, hold and
drag
|
Select Multiple
Nodes
|
Move
|
LMB click background,
hold, drag, release for end point
|
Select More Nodes
|
Move
|
Alt+LMB click background,
hold, drag, release for end point
|
Move Multiple Nodes
|
Move
|
LMB click any
Node, hold and drag
|
Clone Node
|
Move
|
Shift + LMB and drag
|
|
|
|
Pan View
|
Pan
|
LMB click anywhere, hold
and drag
|
Pan View
|
Any
|
MMB click, hold and drag
|
Center Pan View
|
Any
|
MMB double-click
|
Magnify Node
|
Large
|
Roll over node
|
|
|
|
Zoom Window
|
Any
|
Control + LMB click
point, hold, drag, release for end point
|
Zoom In/Out
|
Any
|
Control + LMB + Mouse
Up/Down
|
Zoom Reset to 100%
|
Any
|
Control + MMB
|
|
|
|
Link
|
Link
|
LMB click child, hold,
drag and release over parent.
|
Link
|
Any, Old
Ctrl Option
|
RMB click child, hold,
drag and release over parent.
|
Link
|
Any, New
Ctrl Option
|
Control + LMB click
child, release, drag, click parent
|
|
|
|
Unlink
|
Unlink
|
LMB click child, hold,
drag and release over parent.
|
Unlink
|
Any, Old
Ctrl Option
|
Alt + RMB click child,
hold, drag and release over parent.
|
Unlink
|
Any, New
Ctrl Option
|
Alt + LMB click child,
release, drag, click parent
|
|
|
|
Delete Node
|
Delete
|
LMB click node
|
|
|
|
Collapse Branch
|
Move
|
Control + LMB
double-click
|
|
|
|
Node Context
Menu
|
Any, Old
Ctrl Option
|
RMB click node
|
Node Context
Menu
|
Any, New
Ctrl Option
|
Control + RMB click node
|
TMG Context
Menu
|
Any
|
Control + RMB click
background
|
|
VERSION
HISTORY |
v.0.5.0 - 06/04/2003
- Added lots of error traps to avoid crashes
with 3rd party renderers whose materials and maps have not been tested with
TMG.
- Added single quotes around property names to
avoid problems with non-standard names containing dots and other special
characters.
|
v.0.4.9 - not public
- Fixed problems with 3rd party lights
(Dreamscape).
|
v.0.4.8 - 11/30/2002
- Fixed severe speed problems with material
sample updates in complex scenes. In a sample scene a user sent to me, all
objects were either NURBS or displaced meshes. Since material samples are
rendered inside the same scene, the tessellation of these objects took too
long and TMG appeared to hang. This version will temporarily hide all scene
objects, render the sample and unhide again.
- Reactivated the Main Menu as it is easier to
use.
|
v.0.4.7 - 09/10/2002
- Added support for MAXShade ShaderParameters
QuickEditing
- Made QuickEdit window wider to fit the
ShaderParameters
- Fixed infinite update loop after Options
dialog
- Removed Main Menu to save space - use
Right-click on background Context Menu.
|
TreeMatoGraph v
0.4.6 Screenshot - Horizontal order, QuickEdit |
|
v.0.4.6 - 09/09/2002
- New experimental QuickEdit dialog on
Double-click over node. Supported values are:
- Colors,
- Floats,
- Integers,
- Percentages
- Boolean .
- Node Context Menu item for QuickEdit
- [qe] UI option to open QuickEdit on node
double-click instead of Material Editor.
- Basic MAXShade
support:
- show existing connections,
- unlink from MAXShade nodes,
- replace existing maps of MAXShade nodes,
- link MAXShade nodes to non-MAXShade nodes
(No way to connect to empty MAXShade
channels yet)
- Fixed bug in Avguard DLX detection - the DLX
was never used when the shipping 5.0.2 was installed (I
used a pre-prelease 4.01 which was detected correctly... Thanks to Harrie
Dechering!)
- Fixed tree topology changes update callback -
in 0.4.5 only, adding nodes in MEdit did not update.
- Fixed shaded color update on single node
updates
|
v.0.4.5 - 09/08/2002
- Unlink From All Parents in context menu
- Fixed labels display when more nodes than
labels
- Implemented support for all 100 UVW Channels
and the Vertex Color channel on material samples (used to crash with channel
different from 1)
- Fixed crasher when deleting nodes from
MultiMaterial tree
- Changed all redraw code to use Progressive
Update pass
|
v.0.4.4 - 08/31/2002
- Progressive Update + Edit>Options
Progressive Update settings
- Collapse/Expand Downstream (Ctrl+Left
Doubleclick)
- Collapse/Expand/Expand All in Node Context
Menu items
- Multiple selection moving up to 2x faster
- Fixed Window Selection in scaled mode
- Update Bitmaps before thumbnails update
- Horizontal/Vertical order in view +
Edit>Options Order settings
- Clone Node (Shift+LeftClick+Drag)
- Delete Node deletes only the current node and
keeps unlinked nodes
|
v.0.4.3 - 08/27/2002
- Optimized control bar.
- Optimized Main Menu
- New Zoom Main Menu Item with new Zoom All,
Zoom Selected and Reset Pan & Zoom commands
- Added Alt+LMB Add To Selection Mode -
existing Selected Nodes will not be deselected
- New UI Icons - copy file TMG_ICONS.BMP into
your \UI\ICONS subdirectory!
- New buttons for Zoom Region, Zoom Selected,
Zoom All and Zoom Reset
|
v.0.4.2 - 08/26/2002
- Fixed a bug that has been around since 0.3.5
(and nobody reported it!) - SubMaterials of Multi/Subs were not shown.
- Ctrl+MMB resets Zoom to 100%
- Changed Compact Node Arrangement to shift
every even row at 1/2 node size for better links display
- Fixed a new crasher when moving a node with
Diagonal links
|
v.0.4.1 - 08/25/2002
- Added TMG Console with session history -
click Status bar in lower right corner!
- New MainMenu>Display>Thumbnail options.
These change the Quality vs. Speed settings found under Options.
"Quick&Dirty" is ugly but very fast, "Good &
Fast" is great for most cases.
- More bugs fixed. Probably added some new
ones...
|
TreeMatoGraph v
0.4.0 Screenshot - SimbiontMax, Zoom controls, Shaded Links |
|
v.0.4.0 - 08/23/2002
- View Scaling Controls (Real Zoom) from 5 to
999 % and 0.5x, 1x and 2x presets.
- Interactive Zoom with Ctrl+LMB = Zoom Window,
Ctrl + MMB = Zoom Up/Down rel. to Origin.
- Origin symbol as red cross for reference -
Zooming works relatively to it for now...
- Added Support for Darkling
Simulation's SimbiontMax Procedural Materials and Maps! SimbiontMax
is now free for download. NOTE: When using SimbiontMax materials, turn off
AUTO updates in TMG. Rolling over a thumbnail will trigger Auto-updates for
some reason (looking at this right now) .
- Added switch for Missing Maps Rendering under
Options - SimbiontMax triggers the missing map check for some reason, so I
needed an override.
- Fixed problem with partial INI loading
between MAX Sessions.
- Fixed memory leak when using Avguard DLX
acceleration.
- Fixed more bugs, bumped version number up to
0.4 for the above reasons ;o)
|
TreeMatoGraph v
0.3.5 Screenshot - Shadow Dropping, Teapot Samples |
|
v.0.3.5 - 08/22/2002
- Added Shadow Dropping Options - No Shadows,
Flat Shadows, 3D Shadows (which represent the depth of the node hierarchy).
Also added control over Shadow Density.
- Added "Disable Avguard Extensions"
Option (mostly for testing purposes)
- Implemented a new modeless Options Dialog
Floater. Making changes and pressing UPDATE without closing the floater will
preview the changes. Closing using CANCEL and pressing UPDATE will return to
the state before.
|
v.0.3.4 - 08/22/2002
- New Shaded Color Links option - draw links in
the average color of the Material/Map.
- New Option to Override the Shaded Color Links
(gives the original behavior prior 0.3.4 when checked)
- New
Option to switch between new and old style RightClick behavior
(Left-click behavior is still the new
one in both cases):
- RightClick = Context Menu
- RightClick = Link, Alt+RightClick =
Unlink, Ctrl+RightClick = ContextMenu
|
v.0.3.3 - 08/22/2002
- New Disable Thumbnail mode - select one or
more nodes and disable thumbnail. An average color will
be shown instead. When disabled, Updating the tree will skip these nodes.
Can be used to keep just the currently
edited nodes active for faster automatic updates.
- Disable All / Enable All Thumbnails options
in Main Menu > Display
- Sample Object Option - Sphere, Box, Cylinder
and Teapot implemented
- Fixed newly introduced bugs with
right-clicking
- Fixed mouse resizing problems
|
v.0.3.2 - 08/21/2002
- Context-Sensitive Menus on right
click. Node-related options over node, Main Menu on background
- Again, new
controls: Linking with Ctrl+LMB, Unlinking with Alt+LMB
- Single-node Show and Hide Map In Viewport in RCMenu
- Right-click over background cancels current mode and goes to
Move mode. (used to be double-RC in the past)
|
v.0.3.1 - 08/20/2002
- Resize Dialog using the mouse finally implemented
- Options Presets Saving and Loading (all
settings except position)
- Load Material from Selected Object? Query on Startup
- Disabled Viewport Docking because of some technical issues.
|
TreeMatoGraph v
0.2.9 Screenshot - Autoupdate, Zoom |
|
v.0.2.9 - 08/19/2002
- Implemented smart auto-updating on property changes. Time monitoring to avoid event flooding.
Generally, the update will measure the last redraw time and will never
attempt to redraw again before the same period of time has passed since the
last change detected. For example, if the update takes 2 seconds and you
have opened the Material Editor to tweak some colors, the update will occur
about 2 seconds after you stopped fiddling with the color picker.
- Implemented AUTO switch which will be sticky between sessions. Uncheck to disable
auto-updates, press UPDATE anytime to force a reload.
- Changed some button colors for better readability
|
v.0.2.8 - 08/18/2002
- Implemented new and pretty reliable automatic map channel detection and
replaced large parts of the code with just a call to it. This should open
TMG to support 3rd party materials that properly define map and material channels
that can be seen using showProperties.
- Improved the logic of Map and Material channel collection - when linking to
a slot, only channel names with matching class will be shown. For example, when
dragging a link from a TextureMap, only channels expecting a texture and no Material slots will be shown (see InkNPaint and Blend which have both
Texure and Material slot types)
- Disabled Undo for now as it had more issues than functionality
- Fixed problems with saving Name and Type button state
|
v.0.2.7 - 08/14/2002 (Internal
Version)
- Delete Node mode finally implemented!
- Moved name and type to top of node (so they can be
visible in Zoom mode)
|
v.0.2.6b- 08/13/2002
- Fixed a bug with Last Dialog Position.
The script refused to start. If you already have 0.2.6, please download
again. The file is marked in the header as 0.2.6b, but is packaged as TreeMatoGraph_0_2_6.zip.
Sorry for the trouble!
|
v.0.2.6- 08/12/2002
- New Size Properties in Options Menu. Set manually to change the size of the TMG view.
- Last Dialog Position will be remembered and restored.
- Fixed MultiNode Window Selection (was offset by 1/2 size)
- New Pan button - press, then click in view, hold and move to pan. (useful for PCs without Middle MB)
- New Zoom function - Hold down SHIFT and move mouse over nodes to zoom or press Zoom button.
- Zoom Factor - specifies the magnification of the thumbnail.
- Zoom Quality - trades off quality for speed. 1.0 is High Quality, 0.1 is Low Quality.
For example, if Thumbnail is 40x40, Zoom Factor is 3.0 and Quality is 1.0, TMG will render the thumbnails
as 40*3.0*1.0 = 120x120. It will display 40x40 scaled down, and full quality 120x120 when zooming.
When Quality is 0.5, TMG will render 40.0*3.0*0.5 = 60x60. It will show 40x40 scaled down and 120x120 scaled up,
both with reduced quality due to resizing.
|
v.0.2.5- 08/02/2002
-
Changed the controls
- RMB = Link, Control+RMB = Unlink.
-
All modes snap back to Move when finished.
-
Fixed another crasher when linking maps and no root present.
-
Implemented
fast move/pan mode using an optional Avguard DLX for R5 by Larry Minton.
-
You can now change the size by editing the two variables in the source.
-
Added hyperlink to my email
from Help>About... use it for bug reports!
|
v.0.2.4- 07/27/2002 - Post Siggraph
- Added temp. error trap for unlinking from Raytrace Material - not supported
yet...
|
v.0.2.3- 07/15/2002
-
Two new link
modes - Straight Horizontal and Straight Vertical.
-
Moved arrows slightly
to center of link.
|
TreeMatoGraph v
0.2.2 Screenshot - Node Selection |
|
v.0.2.2- 07/14/2002
-
Multiple Node
selection.
-
Selection Window color option.
-
Quick Node Name Editing.
-
Fixed
arrow direction on almost linear links.
-
Fixed crasher when creating a material
in a scene with target lights (don't ask ;o)
|
v.0.2.1- 07/13/2002
-
Fixed crash when
linking a texture map with a missing bitmap.
-
Fixed a linking problem in
some v0.1.19 versions. (the wrong one was uploaded)
|
TreeMatoGraph v
0.1.16 Screenshot - Channel Name Display |
|
v.0.1.19- 07/12/2002
-
Changed names
of Parents and Children buttons to Outputs and Inputs.
-
Rollover highlighting
of both link types.
-
Started working on new Auto-Arrange, not activated
yet.
-
Old Auto-Arrange now called "Compact Node Arrangement".
-
Lots more
user-defined colors in Options menu.
|
v.0.1.18b- 07/10/2002
-
Pan Accelerators
were broken in 0.1.18, fixed.
-
Also moved the Input and Output links by
1 pixel to better see the flow.
-
If you downloaded 0.1.18 already, please
do so again...
|
v.0.1.18- 07/10/2002
- Fixed bugs,
-
Added support for all Material Channels except MorpherMaterial.
|
v.0.1.17- 07/10/2002
-
Channel Display
on Rollover for Children and Parents.
-
Partial Display of Nodes at the left
and right border.
-
Arrow Size option.
-
Removed tooltip on rollover.
-
Protection
against linking a Material to a Map channel and a Map to a Material channel.
-
Added support for InkNPaint and Shellac.
-
New Map and New Material commands
in Edit menu.
-
State of Name, Type, Parents and Children buttons now sticky
between sessions.
|
TreeMatoGraph v
0.1.16 Screenshot - New Link Display Option |
|
v.0.1.16- 07/09/2002
-
Alternative
Link Display with Electronic Scheme style and arrows.
-
Changing Options
updates view.
|
v.0.1.15- 07/07/2002
-
Basic Undo System,
-
Secure New and Clear operations,
-
Right-Doubleclick goes back to Move mode.
|
v.0.1.14- 07/07/2002
-
Prevent Circular
Dependency,
-
Show Map names in Link List.
|
v.0.1.12- 07/05/2002
-
Link / Unlink
single Map to multiple channels,
-
Link "As Copy" option,
-
more bugs killed,
even more bugs introduced...
|
v.0.1.11- 07/02/2002
-
Reload/Auto-Arrange.
-
Unlink.
-
Fix for Composite map channels.
|
TreeMatoGraph v
0.1.10 Screenshot |
|
v.0.1.10- 06/29/2002
- Options,
- Full
Main Menu Functionality.
- Status Display.
- Custom order Stored as AppData.
|
TreeMatoGraph v
0.1.5 Screenshot - Classical controls appear |
|
v.0.1.5- 05/09/2002 5pm CET
- Node
Linking,
- Update Thumbnail,
- Name+Type display,
- UI Controls,
- Larger Root
Node.
|
v.0.1.4- 05/08/2002 11pm CET
- Dual
Planes drawing, ghost drawing etc.
- Create New Node
|
TreeMatoGraph v
0.1.3 Screenshot - Getting better... |
|
v.0.1.3- 05/07/2002 11pm CET
- Material
Samples,
- Gradient Links,
- New Sorting,
- Name Display
|
TreeMatoGraph v
0.1.1 Screenshot - Where it all started... |
|
v.0.0.1- 05/07/2002 10am - 4pm CET
- Proof of concept (Works! :o)
|
|
USER
MANUAL |
|
The
Material Tree |
-
TreeMatoGraph displays a tree
view of all nodes in the currently selected material tree.
-
Currently, only one Tree can be displayed at the
same time. Edited trees can be assigned to scene objects or Material Editor
slots and new materials can be loaded for editing.
|
Nodes
and Thumbnails |
-
A node can represent either the Root Material,
a Submaterial, or a Map. The Root Material node is always shown as
50% larger thumbnail.
-
Each unique node is shown as a single
thumbnail of the material/map. Instanced maps are shown just once
with multiple connections.
-
A thumbnail can display a full rendered version of
the node, or a quick shaded version showing an average color of the node when
disabled. To enable/disable a thumbnail, select the respective item from the
Node Context Menu (Right-click resp. Ctrl+Right-Click depending on the current
right-click mode)
-
Each node can be displayed in Zoom mode by pressing
the Magnify icon. Zoom size
and quality can be controlled from the Edit>Options menu.
- Zoom Factor - specifies the magnification of the
thumbnail, for example 3.0 means 3x larger.
- Zoom Quality - trades off quality for speed. 1.0 is High Quality, 0.1 is Low Quality.
For example, if Thumbnail is 40x40, Zoom Factor is 3.0 and Quality is 1.0, TMG will render the thumbnails
as 40*3.0*1.0 = 120x120. It will display 40x40 scaled down, and full quality 120x120 when
magnifying.
When Quality is 0.5, TMG will render 40.0*3.0*0.5 = 60x60. It will show 40x40 scaled down and 120x120 scaled up,
both with reduced quality due to resizing.
-
The Name of each node can be displayed on
top of the thumbnail. Press the Name checkbutton in the bottom
control panel to enable/disable.
-
The Type (class) of each node can be
displayed on top of the thumbnail. Press the Type checkbutton
in the bottom control panel
to enable/disable.
-
The Channels a node is linked to can
be displayed by checking the Output checkbutton. When rolling the
mouse over a node, the channel names it is linked to will appear below
its parent nodes. The color of links connecting to parent nodes will also change
to the user-defined Output color. This color is also displayed as background of
the Output checkbutton.
-
The node's Channels linked to children
nodes can be displayed by checking the Input checkbutton.
When rolling the mouse over a node, its channel names will be displayed
below those nodes linked to these channels. The color of links connecting to
children nodes will also change to the user-defined Input color. This color is
also displayed as background of the Input checkbutton.
|
Panning
the TMG View |
-
To pan the view, hold down the middle
mouse button / wheel and drag around. Alternatively, activate the Pan mode by
pressing the Pan button in the bottom control panel, click and hold in the TMG
view and drag the mouse to offset the view.
-
When panning, the nodes remain at their positions,
while the view is being offset.
-
You can reset the panning by
double-clicking the middle mouse button.
-
When panning, the node display can be reduced
to shaded rectangles for speed. (available only when running in Plan Vanilla
MAXScript mode without Avguard DLX Extension)
-
When panning, the links display can be disabled
for speed. See Edit > Options... for controls.
-
To reset the view position after panning, double-click the middle mouse button / wheel.
|
Moving
and Resizing the TMG View |
-
To move the TMG View, click, hold and drag the
titlebar of the window with the mouse. The position will be stored in a separate
INI file and will be used the next time you launch TMG.
-
To resize the view, click, hold and drag the
border of the dialog with the mouse. Release to define the new size. NOTE: You
should move the mouse inside the TMG window in order to get the view completely
redrawn! The Size will be stored in the general options INI file and will be
also part of the savable Presets.
WARNING: This option is NOT available in 3ds max 4.
-
Note that the larger the view, the slower the
updates as TMG uses regular bitmaps for its display.
|
Options
Dialog |
-
The Edit>Options menu provides
control over
- Thumbnails Sample Object Type
- Thumbnails size, spacing, zooming
magnification and quality
- Pan Acceleration
- Various display colors
- All settings can be saved to disk as Presets
and reloaded later.
- The last changes will be sticky between
sessions.
|
Selecting
Nodes |
-
Most operations in TreeMatoGraph are being
performed between single nodes. The current node is always the one below the
mouse pointer - it will be highlighted on rollover.
-
Some operations like Move and Enable/Disable
Thumbnails can be applied to multiple nodes. A multiple selection is more
permanent than the single node highlighting.
-
To select multiple nodes,
left-click outside
a node, hold and draw a window. Release the mouse to select - the
nodes completely inside the window will be drawn with skipped lines to denote
the selection.
-
You can add multiple nodes to the existing
selection by holding down the Alt key and repeating the steps described
above.
-
You can also right-click single nodes and
use the Select option in the context menu to add to the existing selection.
-
You can right-click single nodes and use the
Deselect option in the context menu to remove from the selection.
-
To apply an operation on multiple objects, you can
selec apply it to any object that is part of the selection.
|
Moving
Nodes |
-
To move a single nodes, activate the Move
mode by pressing the Move button or by right-clicking outside a node to cancel
any other mode, click and hold the left mouse button over a node and drag
the mouse.
-
To move multiple nodes, select multiple
nodes as described under "Selecting Nodes"
mouse to select - the selected
nodes will be drawn with skipped lines. To move, click any of the selected
nodes, hold and drag to move.
-
Most modes like Link, Unlink and Pan will snap back to Move mode
when finished.
-
To quickly go back to Move mode, right-click
in a free part of the TMG view.
-
When moving a single node, Dual Planes
technique will be used for speed (only the moved node and its lines
update)
-
While moving a node, diagonal style links from/to the
dragged node will change display to dashed lines to show the relationships.
-
When moving nodes, display can be optionally ghosted
(drawing only every
Nth line) for speed. (This option is available only when running in Plan Vanilla MAXScript mode
without Avguard DLX Extension)
|
Interacting
3ds max |
-
A material can be loaded
-
by picking an object from the scene
-
by selecting an object by name
-
by getting the material of the currently selected
object
-
by getting the material from the current Material
Editor slot.
-
A material can be assigned
-
to the active Material Editor slot
-
to the current scene selection
-
When starting, TreeMatoGraph will
load the material of the first object in the scene selection. If no object
is selected, the last edited material tree will be displayed. If no tree
has been previously edited, an empty view will be displayed.
-
To clear the TreeMatoGraph
and start a new tree, use the Tree>Clear menu option. This will remove
the currently edited tree from memory. If the tree has been assigned to
a scene object or to a Material Editor slot, it will remain there and can
be brought in for editing anytime.
-
To create a new Material Tree, use
the Tree>New... menu, or double-click onto the editing area
after a Clear operation. This will open the Material/Map Browser for creating
a new material node.
-
To load a node for editing in the Material
Editor, double-click the node - it will always appear in the first
slot. This also updates the node's thumbnail. This way, TreeMatoGraph can
be used as a Material Tree navigator for browsing the tree.
-
To load the complete material tree
in the Material Editor, double-click the root node to load in the
first slot, or select any Material Editor slot and use the Assign
> Current Material Slot.
-
To assign the current material tree
to the scene, select any number of objects and use Assign
> Current Scene Selection menu option.
-
To show the current material tree in
the viewports, use the Display>Show Maps in Viewport menu
option. You can also turn off display by using the Hide Maps in Viewport. These
commands are applied to the root node of the tree.
-
To show /hide a single node's map in the viewport,
right-click the node and select Show Map In Viewport or Hide Map In Viewport
from the Context Menu.
|
Building
A Material Tree |
-
To build a material tree, TreeMatoGraph requires a
Root Material to be present in the view. Adding new Material and Map nodes using
the Edit > menu to a rootless tree will not lead to any usable results.
-
When a tree root already exists, double-click the
background to open the Material/Map Browser and create a new map node.
The node will appear at the place you double-clicked. Alternatively, you
can use the Edit > Add New Map option - it will place the new node in
the middle of the view. You can also get existing nodes from the scene,
selection, library etc.
-
To create a new Material Node (for
example for linking as sub-material in multi-material root nodes), use
the Edit > Add New Material option - it will place the new node in the middle
of the view.
-
To link a child node to a parent,
either
-
hold down the Control key, click, hold and drag
from the child node to the parent. A link will be drawn and the
Link button will be highlighted. Release over the parent to display a Link Dialog with
a list of the available channels in the parent matching the type of the child. If released outside
of a node or linked successfully, the mode will change back to Move,
-
press the Link button, left-click and drag from the
child node to the parent,
-
or right-click over the child and select Link from the
Context Menu, drag the mouse to the parent with the mouse button released, and
click the parent. Click or right-click outside of any nodes to cancel the
opartion.
-
If the parent node is incompatible with the child
(for example, linking a material child to a map parent, or linking a child to
its own child), TMG will report the error and cancel the Linking mode.
-
To link to a single channel,
either double-click it in the list, or select it and press the Link
Child button.
-
If there is another node already linked to the same
channel, it will be unlinked first. The names of already linked maps
will be displayed next to the channel names in the list for reference.
-
To link the same child node to multiple
channels in the parent, select multiple channels at once and press
the Link Child button.
-
To link copies of the child node to
the selected channel(s), check the As Copy checkbox in the Link
Dialog. This will create multiple clones of the selected child. The children
will have the same name, but will be unique ndependent copies of the original node.
-
To unlink a child from a parent, either
-
hold
down the Alt key, click, hold and drag from the child node to the parent.
Release to display the Unlink Dialog with a list of all currently linked
channels. The list will show only the channels linked to the child you
dragged from. If released outside of a node or
unlinked successfully, the mode will change back to Move.
-
select the Unlink option, left-click the child, hold and
drag to the parent,
-
or right-click the child, select Unlink from the Context
menu, move to the parent without holding the button and click the parent.
-
To unlink a single channel, double-click
it in the list.
-
To unlink multiple channels, select
them in the list and press the Unlink Child button. Use Control and Shift
as in any Windows application to select the desired channels.
-
Free (not linked) nodes will stay in the TreeMatoGraph
until a reload from the scene / Material Editor.
-
TreeMatoGraph nodes will
automatically update when changes are made to the materials/maps
in the Material Editor as long as the AUTO checkbutton is pressed. To update all external changes to the
tree manually, press
the UPDATE button. To update only the thumbnails, use the Tree>Update
Thumbnails menu option. To update a single node's thumbnail,
right-click it and select Update Thumbnail from the Context Menu.
-
All nodes will remember their
last position in the TreeMatoGraph view. It will be
stored as AppData in the actual scene materials and maps and will be restored
when loading the material tree, even after a 3ds max restart.
-
TreeMatoGraph can reorder the
nodes (the logic behind this order isn't pretty smart yet). To
force a reorder, use the Tree>Auto-Arrange menu option. This
will affect only linked nodes. Free unlinked nodes will remain at their
original position.
-
There is an early version of an Undo feature
in the Edit menu. Currently, it will store only one undo level.
Note that it stores a copy of the tree, so any free nodes are not currently
stored/restored. In addition, the undone version will be auto-arranged
(this is a bug!). If you Undo multiple times, TreeMatoGraph
will switch back and forth between the last two versions of the tree.
|
Editing
Node Properties |
-
To edit the name of a node, click
the node - its name will appear in the edit field in the bottom right corner
of the bottom command panel. Enter a new name - it will update instantly.
-
To edit node properties, double-click the node's
thumbnail. A copy of the material or map will be loaded in the first slot of the
Material Editor. Changing any properties in the Material Editor will be
reflected by the TMG view as long as AUTO update is enabled or the UPDATE button
is being pressed.
|
FEA(U)TURES
(Future Features) |
-
Fast overview for getting scene materials
-
Different layout modes, smarter Auto-Arrange.
|
KNOWN
LIMITATIONS AND PROBLEMS |
-
Just one material tree can be edited at a time.
(Use Material Editor and Scene Objects as clipboard to assign to and get from)
-
Parts of the tree not directly or indirectly
linked to the root will not display their subtree until linked to the main
hierarchy. (this bug is sort of "collapse unlinked" feature ;o)
-
While it will work under 3ds max 4.2x, TMG
might cause certain Assertion Fault messages. Usually, ignoring them will
cause no harm. If possible, use TMG under 3ds max 5.
-
Cannot unlink maps from Raytrace material,
cannot link to GradientRamp and Brick, cannot link or unlink maps to/from
Morpher material. Does not support 3rd party materials yet (Brazil, VRay
etc.)
|
DOWNLOAD
AND INSTALLATION |
Below you will find a history list of
all TMG releases since Siggraph 2002.
These versions are provided for curious scripters that might want to try out
earlier versions and experience the changes described in this document...
All other users should consider downloading
the Current Version.
Should you encounter problems with the Current
Version, you can always step back a release and try an older one. Remember,
this is Work In Progress and newer versions must not necessarily be more
stable than the previous ones...
TreeMatoGraph
v0.5.0 Beta (Current Version)
TreeMatoGraph
v0.4.8 Beta
TreeMatoGraph
v0.4.7 Beta
TreeMatoGraph
v0.4.6 Beta
TreeMatoGraph
v0.4.5 Beta
TreeMatoGraph
v0.4.4 Beta
TreeMatoGraph
v0.4.3 Beta
TreeMatoGraph
v0.4.2 Beta
TreeMatoGraph
v0.3.4 Beta
TreeMatoGraph
v0.3.1 Beta
TreeMatoGraph
v0.2.9 Beta
TreeMatoGraph
v0.2.8 Beta
TreeMatoGraph
v0.2.6b Beta
TreeMatoGraph
v0.2.5 Beta
TreeMatoGraph
v0.2.4 Beta (post Siggraph version)
-
Download the ZIP.
-
Unzip to your \Scripts directory
-
Copy file TMG_ICONS.BMP to Ui\Icons directory.
-
Start 3ds max 5
-
Go to MAXScript > Run, select the script.
-
Right-click a toolbar, Customize..., locate "Bobo_s Tools" category.
-
Select "TreeMatoGraph" and drag to a toolbar.
-
Close the Customize... dialog
-
Press the TMG button.
|
OPTIONAL
AVGUARD EXTENSION SPEEDS UP TREEMATOGRAPH |
If you have 3ds max 5 and want to get the most
out of TreeMatoGraph, visit ScriptSpot.com,
click on the Extensions > Complete List and download the Avguard MAXScript Extension Package
5.x for 3ds max
5 by Larry Minton.
Install it as a regular plug-in, restart 3ds
max 5 and launch TMG. The extension will be recognized automatically and a
faster bitmap copy mode will be used to speed up significantly node moving and
view panning .
|
SUPPORT
FOR DARKLING SIMULATION'S SIMBIONT MAX |
TreeMatoGraph now support Darkling
Simulation's SimbiontMax Procedural Materials and Maps created using
the DarkTree software
by the same company. SimbiontMax is now free and ships with a large number of
pre-made materials and textures.
|
BASIC
SUPPORT
FOR MAXSHADE |
TreeMatoGraph adds basic support for MAXShade
Shading Language Materials and Maps created using
the free plug-in by Brendan Duncan. TMG will display existing trees using
MAXShade nodes correctly, and will let you link MAXShade nodes to non-MAXShade
nodes and unlink and replace nodes in MAXShade nodes. TMG does not support
linking to MAXShade nodes yet.
"The MAXShade language is, for the most
part, compatible with the RenderMan (R)
Shading Language. This means that not only can you write your own shaders
from scratch, you can also make use of the many RenderMan (R)
shaders available from its years of use in film production."
|
DISCLAIMER |
-
This is public Beta and not meant for production.
Use at your own risk.
|