How to Save and Load Materials ?

Discussions regarding Materials, Material-Compounds or Shaders, etc.
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Frank1000
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How to Save and Load Materials ?

Post by Frank1000 » 10 Nov 2013, 03:26

Hi,
how does one save and load materials ? Didn't see any function for that. Is there a certain concept behind it ?

Regards,
Frank

NNois
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Joined: 09 Jun 2009, 20:33

Re: How to Save and Load Materials ?

Post by NNois » 10 Nov 2013, 08:05

hi,
You can save a preset by accessing the folder icon on the ppg layout page of the material.
Or you can save the material library, hit "m" in an explorer and right clic a library to save/load it

Frank1000
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Re: How to Save and Load Materials ?

Post by Frank1000 » 10 Nov 2013, 11:38

ok cool thx :-)

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Hirazi Blue
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Re: How to Save and Load Materials ?

Post by Hirazi Blue » 10 Nov 2013, 11:53

Or you can save ".xsishaders" files like described on this page of our trusty user's guide...
Stay safe, sane & healthy!

Frank1000
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Re: How to Save and Load Materials ?

Post by Frank1000 » 10 Nov 2013, 11:59

i c, this is the way to save part or whole of render tree compounds as a part-or-all-of-a-shader file. I had seen it before but wasn't sure if there still is a simpler "Save Material".

Thx

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Hirazi Blue
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Re: How to Save and Load Materials ?

Post by Hirazi Blue » 10 Nov 2013, 12:14

I don't think there is. But this method and the rtcompounds give you full control over your render tree after importing it into a new scene and/or applying it on a new object. And I believe, but I can't recall precisely, both xsishader files ant rtcomppounds are "preset manager" friendly™. But again: not 100% certain...
Stay safe, sane & healthy!

Frank1000
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Re: How to Save and Load Materials ?

Post by Frank1000 » 10 Nov 2013, 12:58

when I want to import a shader compound
Image

it asks for a .xsirtcompound
Image
, while when exporting a node with its sub-nodes, it writes a .xsaishaders file

Image
which then can't be imported from within the compounds/import menu. But i can drag drop the .xsishader file from win-explorer into render-tree window and connect to material node. Probably there is a shader / compound / preset philosophy behind the handling that has not been revealed to me through the SI-manual yet.

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