Material Texture Loader for 3ds Max
Instantly Create Advanced Materials Setups from PBR Textures
The Material Texture Loader is a 3ds Max script that simplifies the process of loading textures, creating materials, and applying them to your scene. It works with a variety of texture workflows and speeds up the material creation process.
Latest Version
- 1.830 updated: 06-05-2024
Support
- 3ds max 2016 to 2025.
- Vray(v3-6), Corona(v5-11), Redshift, Arnold, FStorm, Octane, PBR, Physical and Standard materials and maps.
Links
Features
Instant Material Creation
- Automatic texture recognition and parameter linking for all channels
- Real-world, tri-planar, random and spherical mapping
- Specular and Metallic workflow support
- Settings for color, reflection, glossiness, IOR, ID and 2-Sided materials
Advanced maps setups
- Per channel color space and gamma input values and adjustments (including ACEScg, sRGB, linear-sRGB, Raw)
- Color/ao, normal/bump and specular/metallic compositing maps
- Extensive MaxScript commands to automate the creation process
- UDIM map loading
- Settings for blur, map channel, mapping size, rotation and random rotation
Live update and editing
- Instant rebuilding of textures, maps and parameters
- Quick texture selection per channel
- Per channel strength adjustment
- Switch between presets
- Show material preview and texture channels in viewport
Easily apply and save materials
- Include uvw and displacement modifiers on material assignment
- Add materials and maps to Slate or Compact material editors
- Save to material library
- Save material thumbnail
Explanation
When you load in a set of textures, the Material Texture Loader will put textures into a material slot based on certain name conventions that are present in the filename. Textures that have 'color' or 'albedo' in there name will go into the diffuse slot, 'refl' or 'spec' named textures go into the reflection slot, etc.
You can manually select or de-select textures from any material slot and once you are happy you can select a bitmap and material type, along with a host of other settings. All settings, including textures and bitmap types can be changed live after creation.
Once the material is created you can apply the material into your scene or material editor.
Gamma for the texture channels is set automatically. Diffuse, Reflection Translucency and Emmision channels are set to gamma 2.2 or sRGB color space. All other gamma values are set to 1.0 or Raw color space. 32bit files can be automatically set to linear-sRGB. You can also select ACEScg.
The material texture loader gives the user the ability to add tri-planar and random rotation mapping to all textures as well as link Cropping and UVW Coordinates, so when you need to adjust these settings, changes will be applied to all created textures at once. This is especially useful when working with atlas textures, but it speeds up pretty much the whole material creation process.
Support
If you have any suggestions, feature request, or bug reports, please email me to the address provided in Support.txt. Future updates will come soon.