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.
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.
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