Hello Vrayers.... We have a project where we have several assets that are vray proxies. These exist inside of individual maya files that are then referenced into a master scene. These are then to be instanced a few hundred times to create a large field of these assets.
We are having trouble on several fronts.
First, if we instance the referenced vray proxies, they break randomly... basically we lose shader connectivity to some but not all of the instances. This, doesn't happen if we import the vray proxy into the scene however. So it seems to be related to references.
However, this is a problem, because if we update the shaders on the asset downstream, and it isn't referenced, there isn't an easy way to propagate the new shaders throughout the scene.
Our next step was to just re-connect new shaders to the vray proxies that have been imported, but that seems buggy as well. If we connect new shaders to the shader slots of the vray proxies we lose shaders on many of the instances as well.
Are we approaching this the wrong way? Or is this a known bug?
It just seems that if the shaders arent stored in the .vrmesh file, and rather the maya file that points to the vrmesh, we should be able to reliably updated the shaders that are connected to them.
Please share any insight you might have to this methodology.
Thanks,
Bryan
We are having trouble on several fronts.
First, if we instance the referenced vray proxies, they break randomly... basically we lose shader connectivity to some but not all of the instances. This, doesn't happen if we import the vray proxy into the scene however. So it seems to be related to references.
However, this is a problem, because if we update the shaders on the asset downstream, and it isn't referenced, there isn't an easy way to propagate the new shaders throughout the scene.
Our next step was to just re-connect new shaders to the vray proxies that have been imported, but that seems buggy as well. If we connect new shaders to the shader slots of the vray proxies we lose shaders on many of the instances as well.
Are we approaching this the wrong way? Or is this a known bug?
It just seems that if the shaders arent stored in the .vrmesh file, and rather the maya file that points to the vrmesh, we should be able to reliably updated the shaders that are connected to them.
Please share any insight you might have to this methodology.
Thanks,
Bryan
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