3ds Max warns you that this will remove the remainder of the preset shader tree. Click Yes.
Also, the Properties panel In Engine Material field is now empty.
Saving to one of the system locations makes the preset globally available to all projects.
Now when you create a new Interactive PBS shader, you can find myPreset in the Parent Material drop-down list.
Select myPreset to reuse the same shader graph. You can continue to use the preset as long as you only change the attributes of nodes and not the shader graph itself.
To edit an existing custom preset:
On the Properties panel for the Interactive shader, choose the preset you want to edit from the Parent Material drop-down list.
Click No and start editing your graph.
If you have a team of soccer players in your scene, you can create one shader graph to shade all of their t-shirts.
Create one Interactive material with a custom preset, then create 10 materials that reuse the same custom preset. Each material can connect to a different texture that represents the player name and number. Because the 10 materials do not have a shader graph connected, they are much faster to calculate, reducing the performance hit.