Quote from: Pipann on September 08, 2022, 09:43:37 AMI somehow missed the point of Arnold as a renderer, however I'm pretty sure they haven't removed the Standard material. What they did do is make Arnold the default renderer for Max as opposed to the Scanline renderer. If you aren't seeing the 'old' materials and maps inside your material editor, go to the render settings and change the renderer from Arnold to Scanline. Now they should re-appear, but ever since Max 2023 they're now put under a different rollout just below Arnold (I think) and it's now called 'Standard (Legacy)'.
Hi Joris, thank you for the comprehensive post, but I think you missed my point. Perhaps I wasn't really clear enough.
Since Max 2021, the material editor traded Standard Material with Physical Material and Arnold, (as stated here in their documentation https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Standard-Legacy-Materials-don-t-appear-in-3ds-Max-2021.html ) and it no longer has the the old material options available (in 2023, the version I use now, standard material seems to be completely removed, as I'm unable to find it when trying Autodesk's solution). Using the 'Give Obj/Tex WW Materials' option did not seem to change anything for me in the material editor either.
However, your answer still provides a solution. I'll start using the normal map's alpha and add the phong parameters manually in the vmt's afterwards. Thank you! ;D
There's no way they would ever remove Scanline and the standard material node, but they are trying to push people to use Arnold for everything now to get them to learn it. It's a great renderer (and required for AO-baking), but for most Source-uses you just want to use the legacy standard node.
Also note that the article you linked to states that Arnold itself is not compatible with the old legacy materials, but that doesn't mean they were removed. Now you just use Scanline with the legacy stuff, and Arnold exclusively with Arnold.