Standard Preset Shader Graph for Interactive Shaders

To avoid repeatedly creating identical shader graphs and slowing down your game, you can create and save a preset shader graph, then reuse this preset next time you create a new physically based material.
Note: In 3ds Max 2018.4 Update, the Stingray physically-based shader is renamed Interactive.

A built-in preset is provided with 3ds Max, and is saved at: plugcfg_ln/ShaderFX/Scenes/StingrayPBS/Standard.sfx in the 3ds Max root folder.

Upon creation, the Interactive shader uses the built-in Standard preset. When you click Open ShaderFX to open the ShaderFX editor window, you see a network of nodes. The output node is the Standard Base node at the right; on the Properties panel for the Standard Base node, the Parent Material is set to "presets/Standard."

The Standard Base node accepts inputs for various types of maps.

Your shader can continue to use this standard preset as long as it does not change the shader graph. You can change any of the attributes on the Properties panel; however, if you add, delete, or reconnect nodes, then you must create a Custom preset.