From what I can tell, vRay reads the pTex tiles based on the instObjGroups[0] -> dagSetMembers[0] connection.
That works ok, because it appears to read the face indices in cyclic order thru the dagSetMembers list.
A problem arises if the material accidentally gets applied to the wrong object, and the scene gets rendered. The face numbering gets altered as it cycles back to the next object, and all subsequent dagSetMembers[0] get corrupted.
You would expect to be able to just remove the offending object, but somehow the texel/face index list gets stored for subsequent renders. The only way I've been able to address the problem is to reassign the shading group to all the objects.
Is there a way to manually flush the texel/face cache? Alternatively, you could assign the texel/faces based on each dagSetMembers[] plug, or even have it only be based exclusively on the dagSetMembers[0] plug? That way, it wouldn't break all of your objects if you had a bad assignment.
Thanks,
Zach
That works ok, because it appears to read the face indices in cyclic order thru the dagSetMembers list.
A problem arises if the material accidentally gets applied to the wrong object, and the scene gets rendered. The face numbering gets altered as it cycles back to the next object, and all subsequent dagSetMembers[0] get corrupted.
You would expect to be able to just remove the offending object, but somehow the texel/face index list gets stored for subsequent renders. The only way I've been able to address the problem is to reassign the shading group to all the objects.
Is there a way to manually flush the texel/face cache? Alternatively, you could assign the texel/faces based on each dagSetMembers[] plug, or even have it only be based exclusively on the dagSetMembers[0] plug? That way, it wouldn't break all of your objects if you had a bad assignment.
Thanks,
Zach
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