it's more of a QoL request, but it'd be useful to be able to assign materials to the fstorm proxy object directly in the modifier rollout (similar to replace material in scatter editor)
Announcement
Collapse
No announcement yet.
material slot for fstorm proxy
Collapse
X
-
It's more of a worfklow and asset management "optimization"Originally posted by Karba View PostStoring 3ds max material in a proxy file is not a trivial task. A material data structure can be complex involving may textures and images.
What is the benefits of setting a material as a proxy parameter comparing to direct material assigment?
If I create an import an existing fstorm proxy in a new scene, it lacks material - I have to hunt down the original geometry file path, open it as material library, and manually reassign it...
so in practice it's almost faster to reimport (merge) the original geometry and convert it to an FStorm proxy again because it retains the material (and also the pivot point location)
In the meantime, I vibe-coded a script that exports material from selected object to the same folder, and launches fstorm proxy export, so I get the .mat file in the same folder as .fstormmesh and I use Connecter to assign the material (but it doesn't support drag&drop for fstormmesh files) so sometimes i just use the original mesh and convert it again, depending how heavy the original geometry is
I understand it's not a trivial task, especially if the object being converted to fsormproxy doesn't have fstorm materials, it can be more of a complication than a solution
Comment
Comment