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Extended VrayUserScalar and new User maps.

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  • Extended VrayUserScalar and new User maps.

    I got the idea from the Unreal engine where I can make a parameter collection, define one or more scalar (or vector) parameters and use those values in any possible parameter of a material. I think the idea in Vray is a bit different. As far as I understand it´s more about having different values for different objects that use the same material. My request is more about having one User parameter that mass controls a value of different materials. It ´s allready possible in Vray but it´s limited to map slots and doesn´t work on single Scalar Parameters.

    It would be great to extend the ability to use especially UserScalar with single Values that don´t have a map Slot right now. For example the rgb Multiplier and gamma value of the VrayColorMap, Scale and sample spread of the VrayCurvature, well basically every possible parameter the various Vray Maps have to offer.

    Beyond that more UserMaps could enhance the mass control of materials even further. For example UserString(or some sort of UserPathObject) to change LUT files in a Vray LUT Map
    or UserBoolean to set various switches in a VrayDirt Map. UserInt to set Interpolation and filtering Modes of a VrayHDRI. Like adding slots to all of these values wich are limited to accept a specific Usermaps. For Scalar and Vector Parameters there would be a switch to either use, multiply, add, divide the UserScalar.

  • #2
    Well, the point is that there must be a way to bind the specific material or texture parameter to a specific user attribute. F.e. several textures in the shader tree may have a parameter called "gamma", and you need some way to specify which one should be driven by the user attribute.

    Also many materials and textures use the fact that non-mapped parameters do not change within a single frame in order to perform various optimizations.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Originally posted by vlado View Post
      Well, the point is that there must be a way to bind the specific material or texture parameter to a specific user attribute. F.e. several textures in the shader tree may have a parameter called "gamma", and you need some way to specify which one should be driven by the user attribute.

      Also many materials and textures use the fact that non-mapped parameters do not change within a single frame in order to perform various optimizations.

      Best regards,
      Vlado
      To bind those parameters. For example the RGB Multiplier in Vray Color. In the UI there is the textbox for the value and a spinner. I meant adding a "map" slot to the RGB Multiplier that would accept a scalar map. Maybe a simplified Scalar "Map" that just consist of a single value, no need for a texmap here. Just like with every other map in max one could just instance a ScalarMap to several materials or slots that accept a scalar map. It must not be animatable or change over time. It would just gets it´s value from a map instead of the textbox in the UI.

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      • #4
        Ok, will make a note about it.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment

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