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vrmesh and assignations slots when updating

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  • vrmesh and assignations slots when updating

    There is the "prob" (wich is not really one becasue I suppose this is not solvable).

    I have a scene with many vrmeshs and vrmeshmtls with shader slots.

    I do assignation on slot and launch the render on the farm.

    During the render, an CG artist update the vrmesh adding a shader (and so, a shaders slots).

    So there is some picture with well assigned shaders and others with bad assigned shader.

    When I open my scene, I see a "offset" of shaders connections (because of the new slot).

    Everything here is "logical" (I suppose Maya store shader connections using a list with id) but maybe you, at CG could (I really don't know) make that shaders are linked to slot name instead of slot id.


    This is most a suggestion that could help to be more "flexible" in the way vrmesh are handle in the pipeline.

    Thanks in advance.
    Few vray stuffs on my blog.

  • #2
    Internally everything in the .vrmesh file is IDs for the moment unfortunately; the names are resolved to IDs before the rendering starts when the scene is translated.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Thanks for the answer.
      Few vray stuffs on my blog.

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