Is it possible to have the Maya workflow behave the same as Max's in terms of the tri-planar node? When using Quixel and settings up shaders with displacement, reflection, albedo, normals etc is becomes extremely tedious making loads of tri-planar nodes, then setting one to be the control master of that shader by manually connecting up all the inputs you might want to use and be consistent....size, blend, rotations, offsets. Then build all of that per shader...over a scene that has lots of rock, sand, grass etc it can add up to be so much time just setting tri-planar values. And then you have the issue of missing off a connection, and your render looking odd, and having to go and find which tri-planar in all of the network has a wrong value.
In max, one tri-planar plugs into all the file textures in a network, so when you change one value it all pipes downstream. It seems like such a better way to work.
I get that its this way probably because of how Maya is, but is there a way to update the tri-planar so we can connect multiple maps into one node? So we can still control multiple maps with one tri-planar, but not have to manually connect up every attribute to every tri-planar in that network.
In max, one tri-planar plugs into all the file textures in a network, so when you change one value it all pipes downstream. It seems like such a better way to work.
I get that its this way probably because of how Maya is, but is there a way to update the tri-planar so we can connect multiple maps into one node? So we can still control multiple maps with one tri-planar, but not have to manually connect up every attribute to every tri-planar in that network.
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