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rBMultiMat

by id_ivan·Workflow

Illustrative cover generated by AnyPlugins — no product screenshot available.

Why we like it

rBMultiMat earns its place in the ScriptSpot library as a focused utility for collapsing scattered materials into one multimaterial, with a choice between a non-destructive pass and a faster, stack-collapsing route.

What is rBMultiMat?

rBMultiMat is a MaxScript that consolidates the many materials across selected 3ds Max objects into one multimaterial. Select objects that carry different materials, run the multiMat command, and the materials on those objects become a single multimaterial. It works much like the multimaterial 3ds Max generates when attaching editable poly objects, except it operates on nodes.

The script runs in two modes. Non-destructive mode, triggered with a click, checks nodes that have multiMaterial applied and adds an Edit_Poly() or materialID() modifier to the stack depending on the previous material. Fast mode, triggered with shift+click, converts any selected node to editable poly and skips 3ds Max's slow modify mode; be aware this collapses the stack.

Either way, the multimaterial that gets created is sorted by name. It suits scenes that hold many materials, or cases where you simply want to condense a multimaterial. You can drag and drop the script or run it directly. Undo works without guarantee, so save before running.

Who is rBMultiMat best for?

rBMultiMat is best for 3ds Max artists managing scenes with many materials, or looking to condense an existing multimaterial into one.

How much does rBMultiMat cost?

rBMultiMat is completely free to download and use.

Key features

  • Merges the different materials on selected objects into a single multimaterial
  • Non-destructive mode adds an Edit_Poly() or materialID() modifier to the stack depending on the previous material
  • Fast mode (shift+click) converts selected nodes to editable poly, skipping 3ds Max's modify mode, and collapses the stack
  • Operates on nodes, similar to the multimaterial generated when attaching editable poly objects
  • Resulting multimaterial is sorted by name
  • Runs by drag and drop or by running the script directly

Tags

#3ds Max#MaxScript#multimaterial#materials#material management#editable poly#workflow

Frequently asked questions

What's the difference between rBMultiMat's non-destructive and fast modes?

rBMultiMat offers two modes. The non-destructive mode, triggered by a click, checks nodes that already have a multiMaterial applied and adds either an Edit_Poly() or a materialID() modifier to the stack, depending on the previous material. The fast mode, triggered with shift+click, converts any selected node to editable poly to avoid 3ds Max's slow modify mode. Be aware that fast mode collapses your stack, making it the more destructive of the two. Choose based on whether you need to keep your modifier stack intact.

How do I install and run rBMultiMat in 3ds Max?

rBMultiMat runs the same way many MaxScripts do: you can drag and drop the script into 3ds Max, or run it directly. Once it is available, select the objects that carry different materials and use the multiMat command to combine them into one multimaterial. Because undo works without guarantee, it is worth saving your scene before running the script, particularly if you plan to use the fast mode that collapses the modifier stack. Version 0.1.0 is the release documented on the developer's page.

Is rBMultiMat free to use?

rBMultiMat is listed as free here in the catalog. For current licensing terms and to grab the download, head to the developer's page. The listed release is version 0.1.0, dated April 2021. The script is a MaxScript for 3ds Max that condenses the materials on selected objects into a single multimaterial sorted by name, and a demo video is available if you want to see more before installing.

Does rBMultiMat support undo?

rBMultiMat notes that undo works without guarantee, so you should not rely on it to reverse changes cleanly. This matters most in the fast mode, which converts selected nodes to editable poly and collapses your modifier stack. The safest approach is to save your scene before running the script so you can revert manually if the result is not what you expected. The non-destructive mode is gentler, adding an Edit_Poly() or materialID() modifier rather than collapsing the stack.

Alternatives to rBMultiMat

Also in Workflow for 3ds Max.

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