So in 3dsmax 2017 the unwrap UVW modifier has a new "handy" Material ID selection ....
The problem is that it overrides the material IDs I have set on a lower level in the stack. Yes, the unwrap modifier is supposed take matIDs from the stack when it is first added (doesnt work properly of course), but it won`t change again if something is changed lower down in the stack (naturally)..
The problem is that 3dsmax have a modifier stack that I use extensively. This means I might have several unwraps in the stack, along with several symmetry modifiers (and others) to relieve myself from a lot of unwrapping. And finally I might set material ID s at different stages of the stack, although it usually happens on the bottom (mesh) level.
Now, this workflow is broken. The whole point of a modifier stack is that if I want to unwrap the model at a certain level, I add an unwrap modifier. If I want to change my material IDs, I do this with a seperate modifier. By combining it, we only lose flexibility. I can no longer change material IDs down in the stack if there are unwrap UVW modifiers on top of it. And I can no longer use the symmetry modifier to propagate material ID changes if there are unwrap UVWs on top..
So now ALL my old scenes are broken, the modifier stack is handicapped, and my script to work on material IDs on many objects at once have to be redone and made more complicated to take the whole stack into account ...
Please tell me I got this all wrong and that there is actually an easy fix!
The problem is that it overrides the material IDs I have set on a lower level in the stack. Yes, the unwrap modifier is supposed take matIDs from the stack when it is first added (doesnt work properly of course), but it won`t change again if something is changed lower down in the stack (naturally)..
The problem is that 3dsmax have a modifier stack that I use extensively. This means I might have several unwraps in the stack, along with several symmetry modifiers (and others) to relieve myself from a lot of unwrapping. And finally I might set material ID s at different stages of the stack, although it usually happens on the bottom (mesh) level.
Now, this workflow is broken. The whole point of a modifier stack is that if I want to unwrap the model at a certain level, I add an unwrap modifier. If I want to change my material IDs, I do this with a seperate modifier. By combining it, we only lose flexibility. I can no longer change material IDs down in the stack if there are unwrap UVW modifiers on top of it. And I can no longer use the symmetry modifier to propagate material ID changes if there are unwrap UVWs on top..
So now ALL my old scenes are broken, the modifier stack is handicapped, and my script to work on material IDs on many objects at once have to be redone and made more complicated to take the whole stack into account ...
Please tell me I got this all wrong and that there is actually an easy fix!
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