I'm wondering why material IDs are placed on Shading Groups, and not the materials themselves. For that matter, why not have a matID rollout on all vray Shaders?
SG's get wiped, and reassigned all the time, so we commonly find our scenes that were carefully set up to spit out MultiMattes break, when someone reassigns materials. same material, but might be disconnected for one reason or another, then reconnected, making a new SG without the ID.
Another example: vray blend materials... we can't assign matID's to the shaders being blended, only the root itself. This forces us to create custom passes, or custom extraTex passes. Not a deal-killer, I'm just wondering what the logic of the id being assigned to the SG is... when it seems more useful to assign it to the shader itself.
Andrew
SG's get wiped, and reassigned all the time, so we commonly find our scenes that were carefully set up to spit out MultiMattes break, when someone reassigns materials. same material, but might be disconnected for one reason or another, then reconnected, making a new SG without the ID.
Another example: vray blend materials... we can't assign matID's to the shaders being blended, only the root itself. This forces us to create custom passes, or custom extraTex passes. Not a deal-killer, I'm just wondering what the logic of the id being assigned to the SG is... when it seems more useful to assign it to the shader itself.
Andrew
Comment