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VRayRTOverrideMtl

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  • VRayRTOverrideMtl

    Since RT can't handle a lot of 3rd party materials it would be great (at least for me) to able to specify a supported vraymtl in these cases. But unlike the general "Material Override" of the RT globals it would be a material that has two slots with two different shaders, one that's used when rendering to RT, the other is used when rendering to standard Vray. At least this way if I'm using something like MultiTexture for some random tile colors, I could have the same material just using a standard bitmap and get decent results,
    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

  • #2
    Instead of having a separate material for this purpose, won't it be easier if we do it with custom attributes that you can attach to a material (sort of like the mental ray overrides)?

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      Even better.
      www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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      • #4
        Is this still in the works? seems like it is critical considering the idea of using rt is to make the visualization process faster. Having to change my materials manually is slowing me down.

        V Miller

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