Hi,
Many times I have this problem: I create a complex shader (let's say it is containing: VRayTriplarTex, tiled bitmap, procedural noise, VRayCuravature, and VRayDirt). Everything is all set, a perfect material and I save it as 3dsMax scene.
Then new project comes in; I want to reuse my shader. However the scale of new geometry doesn't fit the shader, I need to readjust it's UV tiles, Radius of VRayDirt, Scale of VRayCurvature..., etc. to make it same appearance as my old scene. Is there anything like a modifier or something I can scale up (or down) my shader globally? And if I collapse that modifier, it automatically updates all it's UV tiles, Radius of VRayDirt of my shader.
Rgds,
Chen
Many times I have this problem: I create a complex shader (let's say it is containing: VRayTriplarTex, tiled bitmap, procedural noise, VRayCuravature, and VRayDirt). Everything is all set, a perfect material and I save it as 3dsMax scene.
Then new project comes in; I want to reuse my shader. However the scale of new geometry doesn't fit the shader, I need to readjust it's UV tiles, Radius of VRayDirt, Scale of VRayCurvature..., etc. to make it same appearance as my old scene. Is there anything like a modifier or something I can scale up (or down) my shader globally? And if I collapse that modifier, it automatically updates all it's UV tiles, Radius of VRayDirt of my shader.
Rgds,
Chen
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