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VrayMtl issue in Slate Material Editor

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  • VrayMtl issue in Slate Material Editor

    Hi everyone,

    I'm experiencing a peculiar issue with the Slate Material Editor. Here's what's happening:
    • I assign a Vraymtl material to an object.
    • After deleting the object, the Vraymtl still appears in SME and is marked as "in use" (displayed with a white border).
    • Even when I remove the current View Tab and create a new one, then run "Get All Scene Materials," the material still appears as if it's being used in the scene.

    Has anyone encountered this before? Is this expected behavior, or might it be a bug? I'd appreciate any insights or suggestions on how to resolve this.

    Thanks!

    Atom (Hung An)
    Last edited by giir_americainc; 01-04-2025, 02:14 PM.

  • #2
    It seems like a 3D Max thing since it happens with Arnold/Scanline. Why would you need to delete a shader permanently?
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

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    • #3
      Hi hermit.crab,

      Thanks for following up! The main reason I’m looking into this is because, when we send our scenes to the render farm, any Vraymtl (even those not actually in use anymore) still gets included. That can lead to wasted resources. In Maya, if I delete an object, its assigned material is automatically removed as well, but 3ds Max doesn’t seem to handle it the same way.

      I’m hoping there’s a way to have 3ds Max clean up or remove the material when the object is deleted, so we don’t end up sending unnecessary materials to the render farm. If you or anyone else has a suggestion or a known workaround, I’d really appreciate the help!

      Thanks again for your time!

      Atom (Hung An)

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      • #4
        hey, usually if you don't want to end up with unused materials when collecting the scene or using network rendering you should clear the material editor. before you save the file. Any material present there, although not assigned to any object, will be collected. Another way is to use the collect asset script with the 'only from selected object' option ticked.
        If you're using an older max file that you have from someone else make sure to also check the compact material editor. Any old materials left there will also be taken into account. An in the case you are using xref files do these steps for each one.
        Hope this helps!
        pixel bender @ panoptikon

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