The warn: "// Warning: Unsupported texture VRayMtl" not only appears when we drop a Material inside a texture field, there is another way to get it:
Imagine you have a complex object with different parts, like a sofa, each piece with its own normal texture. If we want to turn sofa black or red, we must select every piece, and retouch the color one by one. So the "fast" way to do it would be choose a main piece material, and constraint the others to the main piece material (at hand or using a script) with "equal" expressions in equal fields (reflectivity_amount with reflectivity_amount... etc). If we do it, we obtain the error. Although till I could test, any problem.
Of course, I understand that I still putting a vraymtl material inside a vraymtl material, but not its .outcolor. This workflow makes sense, perhaps the warning should check what attribute is being linked for.
Should be any problem with "equal expresions" constrainer from one material to anothers?.
Imagine you have a complex object with different parts, like a sofa, each piece with its own normal texture. If we want to turn sofa black or red, we must select every piece, and retouch the color one by one. So the "fast" way to do it would be choose a main piece material, and constraint the others to the main piece material (at hand or using a script) with "equal" expressions in equal fields (reflectivity_amount with reflectivity_amount... etc). If we do it, we obtain the error. Although till I could test, any problem.
Of course, I understand that I still putting a vraymtl material inside a vraymtl material, but not its .outcolor. This workflow makes sense, perhaps the warning should check what attribute is being linked for.
Should be any problem with "equal expresions" constrainer from one material to anothers?.
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