Hi,
I am wondering if there is an easy way to combine ptex textures so that they can share the same shader/shadingEngine in maya vray 3.4.
I understand there is a way using the multisubtex texture node via object and materialIds. My issue is that with our current setup I dont think this is possible. Somebody else may be able to see around this so I'll explain a bit what we are trying to do.
I am baking ptex elements across multiple objects that share a common shader. It is important that the 'baked' ptex elements and non-baked shader share a common materialId - therefore we cannot distribute materials via the multisubtex element and materialId.
In lighting scenes we auto-generate vrayobjectproperty nodes per asset - so all renderable mesh share a common vrayobjectproperty node per reference. Usually the vrayobjectproperte node has its objectId override turned on with a unique value that is used with the objectID render element to separate mattes for the individual assets in compositing. Therefore with this setup we cannot use objectIds to distribute materials via the multisubtex element.
Therefore I am wondering how/if I can otherwise combine ptex elements.
Thanks.
I am wondering if there is an easy way to combine ptex textures so that they can share the same shader/shadingEngine in maya vray 3.4.
I understand there is a way using the multisubtex texture node via object and materialIds. My issue is that with our current setup I dont think this is possible. Somebody else may be able to see around this so I'll explain a bit what we are trying to do.
I am baking ptex elements across multiple objects that share a common shader. It is important that the 'baked' ptex elements and non-baked shader share a common materialId - therefore we cannot distribute materials via the multisubtex element and materialId.
In lighting scenes we auto-generate vrayobjectproperty nodes per asset - so all renderable mesh share a common vrayobjectproperty node per reference. Usually the vrayobjectproperte node has its objectId override turned on with a unique value that is used with the objectID render element to separate mattes for the individual assets in compositing. Therefore with this setup we cannot use objectIds to distribute materials via the multisubtex element.
Therefore I am wondering how/if I can otherwise combine ptex elements.
Thanks.
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