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Ahahh sure
But when you have to map several things, each using a different mask with a different channel, it's a pain to be able to display only one at a time ... hence my request / suggestion.
It's also a pain to have to turn on "visible in viewport" for each and every texture in a multimaterial, especially those that can have 20+ textures, instead it would be great to have just one button to turn them all on. Then again, perhaps there is a script for that.. Frankly, there are probably dozens of little tweaks that may or may not be possible, that may or may not appear in future versions, who knows. Though for Vray Blend, I would tend to just do a little region render, to check it out, not what you want I know, but hey
Though for Vray Blend, I would tend to just do a little region render, to check it out, not what you want I know, but hey
I could agree with you, but really, it depends on the kind of work you do. We regularly have to deal with several graphic elements to be mapped on a wall or glass stuff, and believe me, doing region render for each and every mapping adjustment is just PITA.
Yes, IPR can help, but not as fast as WYSIWYG viewport feedback all the more than we regularly work on scenes with many many lights, IPR isn't very reactive with these scenes.
Thanks.
I feel that generally a lot more stuff should get displayed in the viewport, material-wise. It may be my current GPU/3ds max settings but I often think that max is way behind compared to game engines. I know it is another type of product. Is it better in 2018? We got 2016 here.
Software: Windows 7 Ultimate x64 SP1
3ds Max 2016 SP4
V-Ray Adv 3.60.04
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