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  • Editing referenced shaders a problem?

    Hi,

    Generally speaking, is it OK to edit referenced shaders with Vray?

    For example when referencing a vrmesh + shaders into a new scene, will shader and texture 'edits' be remembered after saving etc?

    I am trying to establish the best workflow for rendering proxies with lots of shader assignments (100+). I have found that automatically creating the proxy in the scene at the time of export is the best way to reconnect the shaders to the vraymeshmaterial node so I am keen to use this workflow if it will allow for editing of the referenced shaders without any headaches down the line.

    Thanks,

  • #2
    Editing shaders etc as a reference edit works. It can give you a hassle incase you wanna get rid of the changes without removing and reimporting the reference however. List reference edits doesnt always want to remove some specific changes in my experience, but thats definitely more of a maya issue
    Vray works fine with references and reference edits.
    CG Artist - RnD and CG Supervision at Industriromantik

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    • #3
      Originally posted by Algehov View Post
      Editing shaders etc as a reference edit works. It can give you a hassle incase you wanna get rid of the changes without removing and reimporting the reference however. List reference edits doesnt always want to remove some specific changes in my experience, but thats definitely more of a maya issue
      Vray works fine with references and reference edits.
      Thanks for that.

      I'm pleased to hear it works well. I plan on developing the shaders and will save the reference edits back into the reference on a regular basis to avoid any issues etc.

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      • #4
        DO NOT, save reference edits back to original scene. It does not work very well, and I don't expect it to work on something like a vray proxy (a plugin which autodesk would need to support). As Algehov pointed out though, you can reference any scene and reference edit it, whatever it might be, shader or geo.

        But do consider this - if you create a proxy with 100 shaders, that proxy is referenced into a shot, then you edit shaders in that one shot and later the proxy gets updated, the shader order might change, thereby terminating your edits on that particular shader in that particular shot (if that makes sense).

        What I typically do is for the asset lookdev build a shot environment and reference that into the asset it self and tweak it there, then remove the environment and publish the asset which gets brought into the shots (where both environment and asset gets rendered by the camera).
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #5
          Yep, I second what Morbid said. Dont save your reference edits back to the original file. It will cause you a ton of trouble sadly.
          CG Artist - RnD and CG Supervision at Industriromantik

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          • #6
            Originally posted by Morbid Angel View Post
            DO NOT, save reference edits back to original scene. It does not work very well, and I don't expect it to work on something like a vray proxy (a plugin which autodesk would need to support). As Algehov pointed out though, you can reference any scene and reference edit it, whatever it might be, shader or geo.

            But do consider this - if you create a proxy with 100 shaders, that proxy is referenced into a shot, then you edit shaders in that one shot and later the proxy gets updated, the shader order might change, thereby terminating your edits on that particular shader in that particular shot (if that makes sense).

            What I typically do is for the asset lookdev build a shot environment and reference that into the asset it self and tweak it there, then remove the environment and publish the asset which gets brought into the shots (where both environment and asset gets rendered by the camera).

            Great advice. Makes so much more sense!

            Thanks,

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