Material Editor Access

The Interface: medit is available for Texture maps and Materials.

<maxObject>GetCurMtl()

This method returns a material base pointer for the current material.

 

<void>SetActiveMtlSlot <index>slot <boolean>forceUpdate

This method allows you to set the active material slot:

<index>slot

The material slot index.

<boolean>forceUpdate

Set this to TRUE to update the slot contents.

<index>GetActiveMtlSlot()

This method returns the index of the active material slot.

 

<void>PutMtlToMtlEditor <maxObject>mtl <index>slot

This method allows you to put the specified material to the specified material editor slot:

<maxObject>mtl

The material you want to put.

<index>slot

The index of the material slot you wish to put the material into.

 

<maxObject>GetTopMtlSlot <index>slot

This method returns a pointer to the material base from the specified slot.

<index>slot

The index of the material slot for which you wish to obtain the material.

 

<boolean>OkMtlForScene <material>mtl

This method is available in release 4.0 and later only. Before assigning material to scene, call this to avoid duplicate names.

<material>mtl

The pointer to the material.

 

<void>UpdateMtlEditorBrackets()

This method is available in release 3.0 and later only. It makes sure the Materials Editor slots correctly reflect which materials are used in the scene, which are used by selected objects, etc. This is used internally for the drag-and-drop of materials to nodes -- there is no reason why a plug-in developer should need to call it.

See also

Interface: medit

BitmapTex Reload and viewImage