eric nixon wrote:
re photoshop; That was becasue I thought you wanted to sub in new map to several slots at once, In which case I just change the map in PS and resave with the same name.
Re, typos and tiling, the issue for me is that I might not want all versions of the same map to line up, it just depends, and chances are if your changing the tiling for one set of maps you would also be changing others, so not much time saved, you would just have another potential issue with background automation.
I guess its a bit of a trade off.
Looks like you have answered a couple of the points you raised in the deleted post. Instancing as an option doesn't imply a trade-off. As normally implemented, you can use a copy of a map *or* an instance, so in your example if 1 out 5 uses of the map is different, then that one you would use a copy for, and the other 4 would be instanced. Then you have only 2 places to make changes instead of 5.
If the numbers were reversed and only one map was a duplicate/instance (so 3 of 5 were unique) then it may not be worth your while to instance the other two, but it's always possible to come up with cases where *any* tool is not useful or necessary. Clearly this is not something that affects your workflow so it may never be useful to you, but there's nothing to say you have to use it.
re: Photoshop - I understand what you meant now. That is a workaround that I use from time to time and it's certainly viable, but I find it more intuitive and easier to track versions of the maps the other way. In any case, that only would be useful for bitmap level changes and not other parameters.
@Feynman: fully agree that better image manipulation inside of Maxwell would be great. I would guess Eric might argue that as bloat/unnecessary, and clearly Photoshop can fill that gap, but you lose a ton of time going back and forth finessing sometimes very small differences, plus you lose all real advantage of having Fire to fine-tune materials. As it stands now, I do use Photoshop mostly because there is no choice, but when working with other render engines that allow fuller use of the built-in Max tools I make *most* of the bitmap changes inside of Max. It dramatically speeds up and simplifies my workflow when developing even modestly complex materials.