Option 1: Multi/Sub-Object Materialīy leveraging 3DS Max’s default Multi/Sub-Object material you can effectively have as many materials in the material editor as you choose. 24 materials are more than enough for smaller scenes-especially product renderings-but larger scenes like architectural renderings often have hundreds of materials. I do it, and most of the other 3DS Max artists I’ve worked with do it as well. In practice, the material editor absolutely gets used as a scene material manager. Managing An Unlimited Number of Scene Materials This is ideal, as it lets users keep the material editor slots clear without limiting the number of materials used in the scene. 3DS Max will prompt you with a choice to keep scene materials anytime you delete a material from the editor. The material editor window is for editing materials and isn’t designed to be a material manager. The number of material editor slots DOES NOT limit the number of materials you can have in your scene. This effectively lets users choose between 6, 15, or 24 material editor slots. To change the number of material editor slots, change the selection in Material Editor > Options > Options > Slots settings area. The Compact Material Editor has 2 x 3 material slots by default but allows 3 x 5 and 4 x 6 displays as well. You can have as many materials in this view as you like. This has become the standard interface for many 3D programs today. The latter uses a drag-and-drop, node-based, visual material creation system. Step 2: Create Objects for Each Material + Apply MaterialsģDS Max’s material editor has two distinct versions the Compact Material Editor and the Slate Material Editor.Step 3: Save Multi/Sub-Object Material as Material Library.Step 2: Add Your Scene Materials as Sub-Materials.Step 1: Create a New Multi/Sub-Object Material.Managing An Unlimited Number of Scene Materials.