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Material Texture Loader v1.22 for 3ds Max 2016-2020: The Ultimate Guide to Loading Textures and Creating Materials



Material Texture Loader v1.22 for 3ds Max 2016-2020: A Quick and Easy Way to Load Textures and Create Materials




Introduction




If you are a 3ds Max user who works with textures and materials, you know how tedious and time-consuming it can be to load in textures, create a material, and apply it to your scene. You have to browse through folders, drag and drop files, assign channels, adjust parameters, and repeat the process for every material you need.




Material Texture Loader v1.22 for 3ds Max 2016-2020



Wouldn't it be nice if there was a way to automate this process and make it faster and easier? Well, there is! Meet Material Texture Loader, a 3ds Max script that does all the work for you.


Material Texture Loader is a 3ds Max script, designed to quickly load in textures, create a material, and apply it to your scene. It works both with PBR, Specular, and Metallic workflows, but it can be used for any type of texture that needs to be loaded as part of a material.


In this article, we will show you what Material Texture Loader can do, how to install and use it, and some examples of using it for different workflows and materials. By the end of this article, you will see how Material Texture Loader can save you time and hassle, and improve your workflow and results.


How to install and use Material Texture Loader




How to download and install Material Texture Loader




Downloading and installing Material Texture Loader is very simple. You just need to follow these steps:



  • Go to [this link](^1^) and click on the "Download" button.



  • Extract the ZIP file and copy the "MaterialTextureLoader.mse" file to your 3ds Max scripts folder (usually located at C:\Program Files\Autodesk\3ds Max 20XX\scripts).



  • Run 3ds Max and go to "Scripting" menu > "Run Script" > select the "MaterialTextureLoader.mse" file.



  • You will see a new window with the Material Texture Loader interface. You can dock it anywhere you want or leave it as a floating window.



  • You can also assign a keyboard shortcut or a toolbar button to run the script faster. To do that, go to "Customize" menu > "Customize User Interface" > select the "Keyboard" or "Toolbars" tab > find the "MaterialTextureLoader" category > drag the "MaterialTextureLoader" action to your desired shortcut or toolbar.



How to load textures and create materials with Material Texture LoaderUsing Material Texture Loader to load textures and create materials is very easy. You just need to follow these steps:



  • Select the object or objects that you want to apply the material to.



  • Click on the "Load Textures" button in the Material Texture Loader interface.



  • Browse to the folder where your textures are located and select them. You can select multiple textures at once, as long as they belong to the same material.



  • Click on the "Open" button and wait for the script to load the textures and create the material.



  • The script will automatically detect the type of texture (diffuse, normal, specular, etc.) based on the file name and assign it to the corresponding channel in the material. It will also create a material name based on the texture name and assign it to the selected objects.



  • You can see the preview of the material in the Material Editor or in the viewport (if you have realistic or shaded mode enabled).



  • You can adjust the parameters of the material as you wish, such as color, glossiness, bump amount, etc.



That's it! You have just loaded your textures and created your material with a few clicks. No more dragging and dropping files, no more assigning channels, no more renaming materials. Material Texture Loader does it all for you.


How to customize the settings and options of Material Texture Loader




Material Texture Loader has some settings and options that you can customize to suit your preferences and needs. You can access them by clicking on the "Settings" button in the Material Texture Loader interface. Here are some of the things you can change:



  • You can choose which renderer and material type you want to use for your materials. The script supports several renderers, such as Scanline, V-Ray, Corona, Arnold, etc. and several material types, such as Standard, Physical, VRayMtl, CoronaMtl, etc. You can also choose to use a custom material that you have created or loaded in the Material Editor.



  • You can choose which texture channels you want to use for your materials. The script supports several channels, such as Diffuse, Normal, Specular, Glossiness, Roughness, Metallic, etc. You can also choose to use custom channels that you have created or loaded in the Material Editor.



  • You can choose how to name your materials. The script can use the texture name, the folder name, or a custom name that you enter. You can also add a prefix or a suffix to your material names.



  • You can choose how to apply your materials to your objects. The script can apply the material to the whole object, to a selection set, or to a specific sub-object level (such as faces or elements).



  • You can choose whether to show a progress bar or a message box when loading textures and creating materials. You can also choose whether to play a sound when the process is finished.



You can save your settings and options by clicking on the "Save Settings" button. The script will remember them for future sessions. You can also reset them to default by clicking on the "Reset Settings" button.


Examples of using Material Texture Loader for different workflows and materials


How to use Material Texture Loader for PBR workflow




PBR (Physically Based Rendering) is a popular workflow for creating realistic and consistent materials that work well in different lighting conditions. PBR materials usually consist of four main texture channels: Base Color (or Albedo), Normal, Roughness, and Metallic. Sometimes, additional channels such as Ambient Occlusion, Height, or Emissive are also used.


Material Texture Loader can easily load and create PBR materials for you. You just need to make sure that your textures have the correct naming convention and format. The script follows the Substance Painter naming convention, which is:


MaterialName_BaseColor.png


MaterialName_Normal.png


MaterialName_Roughness.png


MaterialName_Metallic.png


MaterialName_AmbientOcclusion.png


MaterialName_Height.png


MaterialName_Emissive.png


You can also use other suffixes, such as _Albedo, _Diffuse, _Glossiness, _Specular, etc. as long as they match the channel names in the script settings.


The script supports several texture formats, such as PNG, JPG, TGA, TIFF, BMP, etc. However, it is recommended to use PNG or TGA for better quality and compression.


Here is an example of how to use Material Texture Loader for PBR workflow:



  • Select the object or objects that you want to apply the material to.



  • Click on the "Load Textures" button in the Material Texture Loader interface.



  • Browse to the folder where your PBR textures are located and select them. For example, if you have a material called "Wood", you should select the files "Wood_BaseColor.png", "Wood_Normal.png", "Wood_Roughness.png", and "Wood_Metallic.png".



  • Click on the "Open" button and wait for the script to load the textures and create the material.



  • The script will automatically detect the type of texture based on the file name and assign it to the corresponding channel in the material. It will also create a material name based on the texture name and assign it to the selected objects.



  • You can see the preview of the material in the Material Editor or in the viewport (if you have realistic or shaded mode enabled).



  • You can adjust the parameters of the material as you wish, such as color correction, gamma correction, exposure, etc.



How to use Material Texture Loader for Specular workflow




Specular workflow is another common workflow for creating materials that are based on specular reflection and glossiness. Specular materials usually consist of three main texture channels: Diffuse (or Base Color), Normal, and Specular (or Glossiness). Sometimes, additional channels such as Bump, Displacement, or Reflection are also used.


Material Texture Loader can also load and create Specular materials for you. You just need to make sure that your textures have the correct naming convention and format. The script follows the 3ds Max naming convention, which is:


MaterialName_Diffuse.png


MaterialName_Normal.png


MaterialName_Specular.png


MaterialName_Bump.png


MaterialName_Displacement.png


MaterialName_Reflection.png


You can also use other suffixes, such as _BaseColor, _Glossiness, _Height, etc. as long as they match the channel names in the script settings.


The script supports several texture formats, such as PNG, JPG, TGA, TIFF, BMP, etc. However, it is recommended to use PNG or TGA for better quality and compression.


Here is an example of how to use Material Texture Loader for Specular workflow:



  • Select the object or objects that you want to apply the material to.



  • Click on the "Load Textures" button in the Material Texture Loader interface.



  • Browse to the folder where your Specular textures are located and select them. For example, if you have a material called "Metal", you should select the files "Metal_Diffuse.png", "Metal_Normal.png", and "Metal_Specular.png".



  • Click on the "Open" button and wait for the script to load the textures and create the material The script will automatically detect the type of texture based on the file name and assign it to the corresponding channel in the material. It will also create a material name based on the texture name and assign it to the selected objects.



  • You can see the preview of the material in the Material Editor or in the viewport (if you have realistic or shaded mode enabled).



  • You can adjust the parameters of the material as you wish, such as specular level, glossiness, bump amount, etc.



How to use Material Texture Loader for Metallic workflow




Metallic workflow is a variation of PBR workflow that uses a metallic map instead of a specular map. Metallic materials usually consist of four main texture channels: Base Color (or Albedo), Normal, Roughness, and Metallic. Sometimes, additional channels such as Ambient Occlusion, Height, or Emissive are also used.


Material Texture Loader can also load and create Metallic materials for you. You just need to make sure that your textures have the correct naming convention and format. The script follows the Substance Painter naming convention, which is:


MaterialName_BaseColor.png


MaterialName_Normal.png


MaterialName_Roughness.png


MaterialName_Metallic.png


MaterialName_AmbientOcclusion.png


MaterialName_Height.png


MaterialName_Emissive.png


You can also use other suffixes, such as _Albedo, _Diffuse, _Glossiness, _Specular, etc. as long as they match the channel names in the script settings.


The script supports several texture formats, such as PNG, JPG, TGA, TIFF, BMP, etc. However, it is recommended to use PNG or TGA for better quality and compression.


Here is an example of how to use Material Texture Loader for Metallic workflow:



  • Select the object or objects that you want to apply the material to.



  • Click on the "Load Textures" button in the Material Texture Loader interface.



  • Browse to the folder where your Metallic textures are located and select them. For example, if you have a material called "Gold", you should select the files "Gold_BaseColor.png", "Gold_Normal.png", "Gold_Roughness.png", and "Gold_Metallic.png".



  • Click on the "Open" button and wait for the script to load the textures and create the material.



  • The script will automatically detect the type of texture based on the file name and assign it to the corresponding channel in the material. It will also create a material name based on the texture name and assign it to the selected objects.



  • You can see the preview of the material in the Material Editor or in the viewport (if you have realistic or shaded mode enabled).



  • You can adjust the parameters of the material as you wish, such as color correction, gamma correction, exposure, etc.



How to use Material Texture Loader for other types of textures and materials




Material Texture Loader is not limited to PBR, Specular, or Metallic workflows. You can use it for any type of texture that needs to be loaded as part of a material. For example, you can use it for displacement maps, reflection maps, opacity maps, etc.


The only thing you need to do is to make sure that your textures have a suffix that matches one of the channel names in the script settings. For example, if you have a displacement map called "Brick_Displacement.png", you need to have a channel name called "Displacement" in your settings. If you don't have it, you can add it by clicking on the "Add Channel" button and entering a name and a default value.


Here is an example of how to use Material Texture Loader for other types of textures and materials:



  • Select the object or objects that you want to apply the material to.



  • Click on the "Load Textures" button in the Material Texture Loader interface.



  • Browse to the folder where your textures are located and select them. For example, if you have a material called "Brick", you should select the files "Brick_Diffuse.png", "Brick_Normal.png", "Brick_Displacement.png", and "Brick_Reflection.png".



  • Click on the "Open" button and wait for the script to load the textures and create the material.



  • The script will automatically detect the type of texture based on the file name and assign it to the corresponding channel in the material. It will also create a material name based on the texture name and assign it to the selected objects.



  • You can see the preview of the material in the Material Editor or in the viewport (if you have realistic or shaded mode enabled).



  • You can adjust the parameters of the material as you wish, such as displacement amount, reflection glossiness, reflection color, etc.



Conclusion




Material Texture Loader is a 3ds Max script that can help you load textures and create materials quickly and easily. It supports various workflows, renderers, materials, and texture channels. It can save you time and hassle, and improve your workflow and results.


If you want to try Material Texture Loader for yourself, you can download it from [this link]. It is compatible with 3ds Max 2016-2020 and it is free for personal and commercial use. However, if you like it and want to support the developer, you can also buy it for a small price.


We hope you enjoyed this article and learned something new. If you have any questions or feedback, feel free to leave a comment below. Happy texturing!


FAQs




What are the supported renderers and materials for Material Texture Loader?




Material Texture Loader supports several renderers and materials, such as:



  • Scanline: Standard



  • V-Ray: VRayMtl, VRayFastSSS2, VRaySkinMtl



  • Corona: CoronaMtl, CoronaSkinMtl



  • Arnold: Physical



  • FStorm: FStormBitmap



  • Redshift: RedshiftMaterial



  • Octane: OctaneMaterial



  • Custom: Any material that you have created or loaded in the Material Editor



What are the supported texture formats and naming conventions for Material Texture Loader?




Material Texture Loader supports several texture formats, such as PNG, JPG, TGA, TIFF, BMP, etc. However, it is recommended to use PNG or TGA for better quality and compression.


Material Texture Loader follows the Substance Painter naming convention for texture files, which is:


MaterialName_ChannelName.png


For example:


Wood_BaseColor.png


Wood_Normal.png


Wood_Roughness.png


Wood_Metallic.png


You can also use other suffixes, such as _Albedo, _Diffuse, _Glossiness, _Specular, etc. as long as they match the channel names in the script settings.


How to update or uninstall Material Texture Loader?




To update Material Texture Loader, you just need to download the latest version from [this link] and replace the old file in your 3ds Max scripts folder.


To uninstall Material Texture Loader, you just need to delete the file "MaterialTextureLoader.mse" from your 3ds Max scripts folder.


How to get support or report bugs for Material Texture Loader?




If you need support or want to report bugs for Material Texture Loader, you can contact the developer by email at materialtextureloader@gmail.com. You can also visit the official website of Material Texture Loader at [this link] for more information and tutorials.


How much does Material Texture Loader cost and where to buy it?




Material Texture Loader is free for personal and commercial use. However, if you like it and want to support the developer, you can also buy it for a small price at [this link]. You will get a license key that will unlock some extra features and options in the script. dcd2dc6462


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