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The environment priority determines what environment map will be used when you override the environment of different materials and they reflect/refract in each other.
The image above shows 3 spheres with the following shaders (from left to right):
1. VrayStd - Environment Override with an HDR
2. VrayStd
3. VrayBlend
As BlendAmount I used just an Ornament (black/white) to blend between the two slots.
As you can see, the first sphere (blue glas) shows how the Environment Override takes effect.
But when using the shader inside the VrayBlend Material, the Environment Override doesn't take effect anymore.
Is this an error ?
Or do I have to change the environment priority ?
And if so, how to do ?
I mean the number 0 stays for high priority, or for the absolute lowest ?
The VrayBlend itself works fine - that's for sure.
But if you use a Vray Environment Override at the first Shader (in the SG) it will not go through the final end of the VrayBlend Shader.
Look at the image below:
It's the same shader network like the one I've posted before.
1st sphere: Blue with a Vray Environment Override (in the Shading Group Node)
2nd sphere: Just green VrayStd Material
3rd: sphere: VrayBlend Material, which should combine the 1st and 2nd VrayStd Material
As you can see, the 3rd sphere, which has the VrayBlend Material assigned --> totally ignores the Vray Environment Override attribute from the blue vraystd material.
The reflection (sky) is just missing - so NO Vray Environment Override anymore.
Hm, I think this is currently impossible. The other "materials" in blend material, are not really exported as materials, but as BSDF-s, which means that the material override will not work with them. I think that's why the override is per shading group, and you can override only the shading group that you will use.
uff.. this really hurts.... it's a very important feature I used for all kind of productions inside 3dsmax...
isn't there any chance to implement it the same way like in 3dsmax ?
a straight connection directly into the main shader attributes without touching Maya's SG ?
I hope that this thing will work in near future.... and until then ... any idea for a work-around ?
got you.. makes totally sense... well... that means we can expect to get that feature with the next possible release ?
wonderful, vlado for president !
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