nabob21 opened this issue on Dec 06, 2015 ยท 9 posts
nabob21 posted Sun, 06 December 2015 at 10:24 AM
Hello,
I have a question about applying mt5 and mc6 files from the material room. I am using them to apply shaders to vehicle figures. I have found that I can apply mt5 files without any problems but when I try to apply mc6 files I get a message that states that states "This material collection contains materials that do not exist.Would you like to create these materials?" Choosing both the yes or no option appears to have no effect. I have looked in the manual to try and find out what is going on but have had no luck. Can someone explain what is happening to me?
Thanks for any replies.
nabob21
3DFineries posted Sun, 06 December 2015 at 10:48 AM
I might be wrong, but mt5 is a single material that can be applied to anything. MC6 files are a collection of different shaders that are prop specific. That's why it's asking you to add the materials. Nothing will happen if the prop the MC6 file is looking for is missing from the scene.
Have a creative day!
********
EldritchCellar posted Sun, 06 December 2015 at 11:00 AM
3D fineries is correct, the material collection is looking for specific named material groups. An .mt5 will just apply that material to anything. The material groups names from which you derived your original .mc6 need to be the same in the new object, doesn't matter if they are the same polys or even the same object, otherwise you get that message.
W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD
Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5
My Freestuff and Gallery at ShareCG
nabob21 posted Sun, 06 December 2015 at 11:32 AM
Thanks for the replies. That is what I had thought was the case but I have read that some people have applied mc6 files to another vehicle figure that was not the one that they (the mc6 files) originally came with and I can't figure out how they did that.
3DFineries posted Sun, 06 December 2015 at 11:40 AM
Open the prop that has the mats you want to use, open your prop, & then just copy/paste them over to your model. Easy peasy.
Have a creative day!
********
bagginsbill posted Sun, 06 December 2015 at 11:50 AM
If you load a "foreign" mc6 and it your prop is missing any of the materials named in the mc6, then you have the option to ignore them, or add those materials to the prop, with those names. Doing the latter only creates useless materials - unless you then change your polygon material mappings (done with grouping tool) to use those new materials, via "Assign Material".
Since you're not doing that step, it seems like there's no point in applying foreign MC6 files but there surely is if you then apply those materials to the prop.
Another option is to then copy the materials you loaded into the named zones your prop already had.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
nabob21 posted Sun, 06 December 2015 at 12:09 PM
Okay, thanks to everyone that replied.
3DFineries posted Mon, 07 December 2015 at 12:19 PM
Frequency3D posted Mon, 07 December 2015 at 4:13 PM
If I want to extract .mt5s from a mt6 and I don't have the original prop, I'll load a cube and let Poser add the material zones to it, copy from there. It can be useful if you don't want to reload the prop you are working on (for example a dynamic clothing item you already simulated).