Tor about the 5th time im trying to get state sets working so i can render all my extra passes without using separate max files ( i know, old school..) i keep hitting seemingly odd behaviours.. stuff im sure i have recorded in a state but then doesnt change back when i return to the base state. theya re either things that cannot be recorded or bugs.. one of these is the vrayswitchmtl setting.. obviously this material is extremely useful for doing custom render passes, but it seems not to be recorded by state sets.
is this correct? how do people go about recording material swaps in state sets at the material level? im trying to avoid doing it at the object level (selecting some objects and assign a new material while recording a state) since this wont work with any newly created or merged objects added after the state was recorded. a material -based change would apply globally, even to new objects.
ive seen many suggestions regarding alternatives to state sets, however when ive tried looking into the various options in the past, they all look really clunky and time consuming to set up. The concept of state sets, and how it works (tick record, make the changes, untick record, done) seems very elegant, but it seems like its still flaky as heck.
i merged a new object into a scene with state sets already set up, went to my "depth fog pass" state, and hit record to add a material change for the new object, to the existing state, . boom, maxscript error. i ended up having to delete all the states i had created because they all started getting messed up.
on a related note, scene states, state sets... whats the difference? i confuse the two continually. i read somewhere that one replaces the other but they are both still present in max 2024..
is this correct? how do people go about recording material swaps in state sets at the material level? im trying to avoid doing it at the object level (selecting some objects and assign a new material while recording a state) since this wont work with any newly created or merged objects added after the state was recorded. a material -based change would apply globally, even to new objects.
ive seen many suggestions regarding alternatives to state sets, however when ive tried looking into the various options in the past, they all look really clunky and time consuming to set up. The concept of state sets, and how it works (tick record, make the changes, untick record, done) seems very elegant, but it seems like its still flaky as heck.
i merged a new object into a scene with state sets already set up, went to my "depth fog pass" state, and hit record to add a material change for the new object, to the existing state, . boom, maxscript error. i ended up having to delete all the states i had created because they all started getting messed up.
on a related note, scene states, state sets... whats the difference? i confuse the two continually. i read somewhere that one replaces the other but they are both still present in max 2024..
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