There appear to be two options to access materials in maxscript, through the compact Material Editor and the Slate material editor. The problems is that a scrip that attempts to access/modify materials via the compact editor (currentMaterialLibrary
, sceneMaterials
, meditMaterials
) fail if max is set to use the Slate editor and vice versa.
Is there a way to access the materials directly in maxscript, irrespective of which editor is used?
Once I have the material, I would like to:
- Purge unassigned materials from the scene so that missing textures on unused materials don't throw error's on scene open/network rendering.
- Check certain material properties (i.e. Glossy subdivision) so purchased models with "unnecessarily high values" don't ruin render times.