Hello, in archviz, it is a very time consuming to look for all material with vray light to exlude them from override. So having an auto exclude for such material will be a real time saver.
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override auto exclude all vraylight material
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Maybe this can be implemented in the wish I have to exclude by material instead of object?
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Yes! good idea !
Excluding materials by type would indeed be very clever, maybe using some wildcards as well. We could then envisage some "combos", for example excluding VRay Light material + materials with name containing *glass* ... just a thoughtNicolas Caplat
www.intangibles.fr
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Stay tuned.. I have something very cool to show with this very soon...Maxscript made easy....
davewortley.wordpress.com
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Originally posted by fraggle View Postthanks Vlado.
Please keep in mind that the vraylightmtl can be part of multi material!
A script to detach any IDs with VrayLightMtl shouldn't be too hard to write... (I'll have a go when I get a moment).Maxscript made easy....
davewortley.wordpress.com
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For design it is the reverse.
You can always change you design when everything is part of one poly. If you detach it, then you have to start everything from scratch.
Originally posted by Dave_Wortley View PostFor so many reasons I would never have a VraylightMtl in a multi-sub-material.
A script to detach any IDs with VrayLightMtl shouldn't be too hard to write... (I'll have a go when I get a moment).
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There is a procedural way to have them as another object using MCG that I'll look into for you.Maxscript made easy....
davewortley.wordpress.com
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The simplest way to do it procedurally is to detach the faces as a clone and then put a Volume Select Modifier on with it set to Material ID and choose the ID and then put a DeleteMesh modifier on top. That way you can go back in and change your model, but you'll need to re-detach the Polygons every time you adjust that.Maxscript made easy....
davewortley.wordpress.com
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Another option would be to have a script that created a Shell Material with your regular material inside it and then a copy of the material in the other slot which was set up for the overrides and then you just had a script which changed the render material from one to the other.Maxscript made easy....
davewortley.wordpress.com
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Ok I may have gone to town a little bit on this, but it was pretty simple, this script allows you to make a chalk setup but keeping all VrayLightMaterials and Refractive VrayMtls (so you can keep glass in your chalks too). It uses a shell material to store the original material so you can switch back and forth, you can remove the Shell Material at any point too.
It gets the Chalk setup from one of the material editor sample slots, use the Compact Material Editor if you don't know where to find these in Slate.
EDIT - GET THE LATEST VERSION FROM MY BLOG HERE:
https://davewortley.wordpress.com/20...-mat-switcher/Maxscript made easy....
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If you don't MaxScript, then have a look at my blog and learn how easy and powerful it can be.
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whom,
first time I heart about "chalk" mtl!
I will try it asap I'm out of an urgent project. Anyway, it's always urgent nowadays.
Thanks a lot.
Originally posted by Dave_Wortley View PostOk I may have gone to town a little bit on this, but it was pretty simple, this script allows you to make a chalk setup but keeping all VrayLightMaterials and Refractive VrayMtls (so you can keep glass in your chalks too). It uses a shell material to store the original material so you can switch back and forth, you can remove the Shell Material at any point too.
It gets the Chalk setup from one of the material editor sample slots, use the Compact Material Editor if you don't know where to find these in Slate.
Code:--Written by Dave Wortley --http://davewortley.wordpress.com --MaxScript Made Easy --2015 -- --This Script Converts your materials on all your objects to be in a Shell Material which allows you to store a chalk setup, and switch from your normal render setup to chalk rendering excluding Vray Light Materials and any Vray material which is refractive. try(destroyDialog RL_ChalkMatSwitcher)catch() rollout RL_ChalkMatSwitcher "Chalk Mat Switcher" width:200 ( label lbl_a "Get Chalk Material from" align:#left checkbox chk_VrayLightMtl "VRayLightMtl" checked:true checkbox chk_RefractiveMaterials "Refractive VrayMtls" checked:true spinner spn_ID "Material Editor Slot:" type:#integer range:[1,24,1] button btn_createChalkSetup "Create Chalk Setup" width:170 button btn_goChalk "Go Chalk" across:2 width:80 button btn_goMaterial "Go Material" width:80 button btn_removeChalkSetup "Remove Chalk Setup" width:170 on btn_createChalkSetup pressed do ( ChalkMat = meditmaterials[spn_ID.value] for o in objects do ( if o.material != undefined and classof o.material != Shell_Material do ( theMat = Shell_Material name:(o.material.name + "_Wrapper") theMat.originalMaterial = o.material tempMat = copy o.material if classof tempMat == multimaterial then ( for i = 1 to tempMat.materiallist.count do ( local submat = tempMat.materiallist[i] tempMat.materiallist[i] = Case (classof submat) of ( VrayLightMtl: ( if chk_VraylightMtl.checked then submat else ChalkMat ) VrayMtl: ( if chk_RefractiveMaterials.checked then ( if submat.refraction != (color 0 0 0) then submat else ChalkMat ) else ChalkMat ) Default: ( ChalkMat ) ) ) ) else ( tempmat = chalkMat ) themat.bakedMaterial = tempMat themat.viewportMtlIndex = 0 themat.rendermtlIndex = 0 o.material = theMat ) ) ) on btn_goChalk pressed do ( for o in getclassinstances Shell_material do ( o.viewportMtlIndex = 1 o.renderMtlIndex = 1 ) ) on btn_goMaterial pressed do ( for o in getclassinstances Shell_material do ( o.viewportMtlIndex = 0 o.renderMtlIndex = 0 ) ) on btn_removeChalkSetup pressed do ( for o in objects where o.material != undefined and classof o.material == Shell_Material do ( o.material = o.material.originalMaterial ) ) ) CreateDialog RL_ChalkMatSwitcher
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