Is there anyway some of the old issues could be fixed? It would be great to be able to see the textures in the viewport when using VRayMultiSubTex for example.
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VRayMultiSubTex visibilty in viewport
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Originally posted by francomanko View PostIs there anyway some of the old issues could be fixed? It would be great to be able to see the textures in the viewport when using VRayMultiSubTex for example.
Viewport Previewing of the "Get ID from Random" option is not possible due to an Autodesk limitation. Not sure if this affects Object/Material IDs, though. I'll talk to the devs about it.
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Okay, here's what we found out:
Texture randomization requires viewport sampling to get a preview. Such sampling is not available when using the 3ds Max's Standard viewport preview. We conducted some tests with Scanline and OSL textures (OSL: Material/Object ID with OSL: 1 of N and OSL: Node handle with OSL: UVW Randomizer) to mimic the VRayMultiSubTex modes. None of them are correctly previewed when using the Standard viewport preview mode.
However, with the exception of OSL: Material ID, they are correctly previewed with the High-Quality viewport preview mode (where sampling is allowed). Now, this mode also previews lights and reflections, which may not be desired, hence takes a toll on performance. Even if we added support, it would only affect this mode.
Do users even use High-Quality mode instead of Standard? If it's only for peeking, IPR does the same, but better.
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ah dont worry about it, i totally now get what you are saying about the randomising bit...i think whats confused me was that the multitexture viewport setting is defaulting to the equivalent of the vraymulti 'face mtl id' setting (which does show up in viewport), even though its actually randomising. (or something like that)
Sorry about that.
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