Hi guys,
On a previous project that I've worked on, we where working with Arnold renderer.
There was some functionality that I really liked in Arnold, and that is working with Arnold Standins.
I haven't used Vray Proxys that much. So I could be missing some knowhow.
But with Arnold we where able to include the shaders of an object within the Arnold Standin itself.
One of the things that i really hate about Maya, is that once you get a couple of complex models in your scene.
Like trees or other object that exists of many nodes. Your Hypershade gets extremely cluttered.
You are no longer able to use the right mouse button click on an object, to use the "Assign an Existing Shader".
Because the list just became way to long, because of all the shaders that come in, when importing a couple of trees by example.
(because Maya also shows all the child shader nodes, so if you have like a vray Blend Material, with a couple of shaders. It will
not only show the vrayBlendNode (parent) but also all the children in the right mouse click)
For Example: Try to download a couple of the Free Xfrog Trees with Vray Shaders in them. and you can forget using your
Hypershade. Because it just became unworkable of all the nodes that come along with the model. Its just to cluttered.
So my question is, is there some way to use this same functionality when working with Vray?
So just select an object and save it as a VrayMesh that includes all the shading nodes in it. So when I reference
this vrmesh / package in. These shaders are "baked / combined" in the vrmesh file itself. So when I look in my Hypershade I
won't see the shaders that are loaded in at rendertime. If I want to change my shaders on this object I'll have to open the original
file again and do the changes there. I Cannot do that in the scene that i'm currently working in, But that's oke.
Once a Prop/Asset has been created correctly, I normally don't need to change the shaders in/on it.
Or is there some way that someone can teach me, how you guys work with a scene that has like 5 Xfrog trees in it.
And still have a workable Hypershade, that isn't cluttered with a 100 or more nodes. How do you guys work around this?
Thanks for the help
On a previous project that I've worked on, we where working with Arnold renderer.
There was some functionality that I really liked in Arnold, and that is working with Arnold Standins.
I haven't used Vray Proxys that much. So I could be missing some knowhow.
But with Arnold we where able to include the shaders of an object within the Arnold Standin itself.
One of the things that i really hate about Maya, is that once you get a couple of complex models in your scene.
Like trees or other object that exists of many nodes. Your Hypershade gets extremely cluttered.
You are no longer able to use the right mouse button click on an object, to use the "Assign an Existing Shader".
Because the list just became way to long, because of all the shaders that come in, when importing a couple of trees by example.
(because Maya also shows all the child shader nodes, so if you have like a vray Blend Material, with a couple of shaders. It will
not only show the vrayBlendNode (parent) but also all the children in the right mouse click)
For Example: Try to download a couple of the Free Xfrog Trees with Vray Shaders in them. and you can forget using your
Hypershade. Because it just became unworkable of all the nodes that come along with the model. Its just to cluttered.
So my question is, is there some way to use this same functionality when working with Vray?
So just select an object and save it as a VrayMesh that includes all the shading nodes in it. So when I reference
this vrmesh / package in. These shaders are "baked / combined" in the vrmesh file itself. So when I look in my Hypershade I
won't see the shaders that are loaded in at rendertime. If I want to change my shaders on this object I'll have to open the original
file again and do the changes there. I Cannot do that in the scene that i'm currently working in, But that's oke.
Once a Prop/Asset has been created correctly, I normally don't need to change the shaders in/on it.
Or is there some way that someone can teach me, how you guys work with a scene that has like 5 Xfrog trees in it.
And still have a workable Hypershade, that isn't cluttered with a 100 or more nodes. How do you guys work around this?
Thanks for the help
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