(Done) [HOU-3155] IPR Different then Production Render

Hi,

I updated to the latest nightly(vray_adv_52020_houdini18.5.759_3174d6f_220 16_install_windows from 29.03.2022).

It seams like that there’s a problem with the IPR Rendering, it’s different to the Production Render. I made a quick sample: 3 boxes, give them a attribute, split them and apply materials to it. I use an MaterialBuilder to put all 3 Materials in it.
This Worked with the following Build: vray_adv_52020_houdini18.5.759_a4fd1af_20621_insta ll_windows

Is anyone else having this Bug?
Or am I doing something wrong?

Scene File:

Cheers
Tobias




Hello @tobiasroesli , I’ve reproduced and reported the issue. It is better to use different V-Ray Material Builders for different shaders instead of using different material outputs in one builder.

Hi @chakarov ,

ok, good to know, thanks :slight_smile:

Is there a solution for using the same Textures in different MaterialBuilder Networks?
Like the Solution with NULL_OUT and Object Merge for SOP’s

Hey @tobiasroesli ,

You can use the Referenced Shader VOP and point it to the node you’d like to bring into a separate network.

Best regards!

Hello @chakarov ,

that’s it, you just opened a whole new world, thanks :slight_smile:

Cheers!

Do you want reference shader to reference NULL VOP?

Hi @bdancer ,

would that not make sense?

If you have a MaterialBuilder and in it you got a complex Network and you need to use 10 Outputs in other Material Builders for saving Memory if you are using GPU rendering or just because its the procedural way :).
In the post above you see how the Null lists all the inputs very handy but the refShader doesn’t read it only the Vray Nodes.

> would that not make sense?

It may.

Hey @tobiasroesli ,

Support for referencing Null VOPs is now included in the latest nightly build.

Hope that helps!

Hi @Gosho.Genchev ,

thanks a lot, I will try it asap :slight_smile:

Appreciate it very!!!

Cheers!