Notifications
Clear all

[Closed] Material ID Channel (effectsChannel) on textureMaps

Goodafternoon Community,

been working on an internal script, and hit an unexpected wall.

basically, i am trying to access the [material ID channel] from maxscript, please refer to the screencapture attachment, it has possibility to confuse the terms.

for materials, its access by

$.material.effectsChannel

according to maxScript help, texturemaps (such as bitmap, noise) should have access to material ID channel as well
and oddly, from material editor, it can be changed per textureMap and can have independent ID number.

so one could assume i could access the channel data (since it existst, and mEditor has access to it) via…

$.material.diffusemap.effectsChannel -- if i wanted to access the material ID channel on the diffuseMap

however, it just keeps spitting out

– Unknown property: “effectsChannel” in Color_Correction:Color Correction

which is weird, as i see mEditor doing the same thing, same coding, but maxScript won’t allow me to get to the parameter.

bottomline, i do not need to modifier the material ID channel, just be able to read them.

anyone know a way around this? thank you so much in advance!

2 Replies
 lo1

I think it’s strange that you can even set it in the material editor… what effect actually uses the effect channel of the map and not that of the material instead?

well, i was thinking of using it as a “flag” for script to pick up.

for example, current script was based on idea that i could give different [material ID chaneel] to different texturemaps, and script will go through the whole tree applying different effect depending on [material ID channel] .

you are right, that it is not really used on “usual” circumstances. but i thought it would provide a good “flagging” option, rather than having to resort to custom parameters.

funny thing, as previously stated, Meditor seem to be able to access it, but when i use the exact same command on maxScript, it will error out…

weird…