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  • Override material in vrayobjectproperties node?

    or there is another way to apply override matеrial to some set of geometry?

  • #2
    Hey, sorry for the late reply.

    There are ways to do that, but no by using the object properties node.
    What exactly are you trying to achieve? You might be able to use the switch material or another node, but to be able to give you a detailed answer, I'll need to know what the end goal is.
    Alex Yolov
    Product Manager
    V-Ray for Maya, Chaos Player
    www.chaos.com

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    • #3
      Hi Alex,

      The only way I know of adding an override material is adding extra Vray attributes to each material and then turning on the material override.
      But what if I have a scene with hundreds of materials and it would take a lot of time to this per material. In Max and C4d, there is a material override option in render settings that works globally. Is there an easy way to do this in Vray for Maya?
      So when I'm doing my lighting testing I have the override material on, then I turn it back off in final rendering.
      The Vray object properties can work with multiple objects, so maybe that is what he meant too.
      Muhammed Hamed
      V-Ray GPU product specialist


      chaos.com

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      • #4
        In Maya, this is done by assigning a material override to your render layer. If you're using the legacy render layers (prior to Maya 2016.5) you can just right click your render layer and add a material override to the entire scene. With the new render layers (2016.5 and above) you need to add a new layer, a collection of all your objects and a material override. This is the equivalent of the material override in Maya. I'll try and do a simple example for you, if needed.
        Alex Yolov
        Product Manager
        V-Ray for Maya, Chaos Player
        www.chaos.com

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        • #5
          Thanks Alex!
          It works nicely

          Muhammed Hamed
          V-Ray GPU product specialist


          chaos.com

          Comment


          • #6
            Originally posted by yolov View Post
            Hey, sorry for the late reply.

            There are ways to do that, but no by using the object properties node.
            What exactly are you trying to achieve? You might be able to use the switch material or another node, but to be able to give you a detailed answer, I'll need to know what the end goal is.
            for example, if I want render fog in separate way for compositing after.
            and I have trees with opacity, characters with fur, ets

            some objects I want override
            with simple gray material,
            number of types of trees by another, with different opacity for each other,
            and fur with HairMtl with own transparency.
            and it's bunch of sequences with different animation but in one place.

            In total, I want have possibility to create some Rig of location for different scenarios, like in Katana
            so then in every seq, I can fold upcoming characters and other regular props in their own prepared VrayObjectPropertis in scene by our upload script.

            sorry for my English

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            • #7
              When I do lighting, I'll usually put each asset in a parent group, and then do object properties, displacement, visibility overrides and stuff like that on the parent group. That way if an asset is updated, I can just put the new version in the group. Shader assignments are the only thing that doesn't fit into that workflow yet.

              Complete render layer overrides wouldn't work if, for example, the lighting is based on self-illuminated materials. And per object overrides are lost when I update or replace assets (Correct me if I'm wrong, but I believe that's true for the new render layer system as well, that you can't assign materials to a parent object that is then used by all its children?)

              So +1 for the ability to override materials on sets. Maybe as a new type of set, or as additional attributes that can be added other sets, since that would let us use it as a general purpose shader assignment tool. The ability to have dynamic shader assignments in Maya would be a big deal I think.
              Last edited by dgruwier; 31-08-2018, 08:09 AM.
              __
              https://surfaceimperfections.com/

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              • #8
                Originally posted by dgruwier View Post
                When I do lighting, I'll usually put each asset in a parent group, and then do object properties, displacement, visibility overrides and stuff like that on the parent group. That way if an asset is updated, I can just put the new version in the group. Shader assignments are the only thing that doesn't fit into that workflow yet.
                this is exactly what I had in mind

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                • #9
                  I thought it was something like that but I wasn't sure. Figured I'd add my own 2 cents just in case
                  __
                  https://surfaceimperfections.com/

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