You can apply the same material to multiple objects in the scene.
It is effectively functionally equivalent to the Arnold Standard Surface, but using it has the benefit of. However, not all of its features are fully supported, notably the 'advanced' mode with a custom reflection curve. in MAX and Architectural is the default material in Autodesk VIZ (this has. It translates to the Arnold Standard Surface shader behind the scenes. The Material Editor provides functions to create and edit materials and maps. This is a container for various sub-materials that correspond to specified sub-objects such as different faces in a mesh, NURBS surfaces in a NURBS model, and so on. The 3ds Max Physical Material is supported in Arnold. To overcome this restriction, use a Multi/Sub-Object material. You can apply only one material to an object. The Undo command works for material assignment. The page "Material and Map Nodes in the Active View" has a section that describes "Hot and Cool Materials." Once the material is applied, while the sample slot is active, the material is "hot" and changes you make to it affect the object automatically.
To apply a material to an object, do one of the following: The NVIDIA Omniverse 3ds Max Connector Plug-In offers a simple toolkit for 3DS. You use the Material Editor to apply a material to objects.