Strictly speaking, Map To Material
Conversion is not a material in its own right, but a
Slate Material Editor node that
converts a MetaSL shader tree into a material you can use in 3ds Max scenes.
Map To Material node
in the Slate Material Editor
To view a MetaSL material
in viewports, you must use hardware shading: See
Lighting and Shadows.
You can export a Map
To Material node to an XMSL file: See
Export MetaSL Material.
The interface to Map
To Material Conversion consists of a single map input. Of course,
the child of this node will typically be a tree built out of various MetaSL
MetaSL shader tree
with Map To Material as the parent
- Map check box
Toggles use of the shader
tree. When off, the effect of the shaders is not visible in viewports
or renderings. Default=on.
- [map button]
Click to show the parameters
for the shader node assigned to Convert Map To Material. If no shader
is assigned (the button shows “None”) then clicking the button opens
Material/Map Browser so
you can assign a shader: This is an alternative to wiring a shader node
in the Slate Material Editor active View.