When importing “getting” materials from a max file Vray will also import a Vray Sun as well (under certain circumstances).
I found this out when importing some materials into the a scene and when rendering the scene was ultra bright.
Using Max8 SP3 and RC2
Example:
Scene A has a simple box with a vray material, a vraycamera, vraysun and vraysky. The vraysky has the vraysun linked in it, and is also instance in the max environment, and vray environment slots (skylight and reflection)
Scene B has a basic scene setup for vray.. could be anything, i just opened a couple of old scenes. The one i mainly used for testing only had a pflow emitter and a standard camera and a particle age material.
Now in Scene B open the material editor and click the “Get Material” button and then click on “mtl library” toggle then click on the open button down the bottom and then change the file type to .max file instead of .mat file and then locate the Scene A file and open it then drag the vraymtl (have also tried with vray2sided) into the material editor of Scene B. Close all those window and then press H to see a list of objects in the scene and see your newly imported Vray Sun which I *think* is invisible until its selected :shock:
I also have experienced this on more than one occasion. Aslo happens in multiple basic scenes, no linking, etc. Now I know to check for it before rendering, but it is a little troublesome.
I have done exactly how DaForce explained it.
The problem seems to be related to the < linking the sky to the sun >.
If you leave the sky unlinked (by default) - that’t WON’T happen, when importing the materials.
It would appear that this a 3dsmax issue, I’m afraid. It happens when you have in your environment a VRaySky map that is explicitly linked to a VRaySun. It may be impossible to fix this on our side.
Its abit of a bugger that its a 3dsmax issue.
Would it be possible to have something thats abit of a hack like a check that when the material is imported then if a vraysun is also brought across it gets delete without the user knowing?
It may be possible, however, to create a callback via scripting to delete any new sun upon material import.
Of course, the easiest way is to create a selection set for the scene sun, so to be quick getting rid of any new ones, not to mention naming it properly in the first place .
I guess for the lazy ones like DaForce, though, the scripting way is more preferable :lol: