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material slot for fstorm proxy

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  • material slot for fstorm proxy

    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)

  • #2
    or would it be possible to automatically save material info together with the fstormproxy file?
    I find assigning materials to fstorm proxy objects a major workflow slowdown...

    or even a separate 'Fstorm Material override' modifier (if that could work)
    Last edited by aloof; 06-14-2026, 02:24 PM.

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    • #3
      Storing 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?

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      • #4
        Originally posted by Karba View Post
        Storing 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?
        It's more of a worfklow and asset management "optimization"
        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

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        • #5
          especially in exterior scenes, and a lot of vegetation objects (with complex materials)
          ultimately my 'workaround' is to have a .max file with converted proxies and assigned materials that I merge into new scenes

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