As it says on the tin.. any chance of getting an extra tex which will accept a vray material? an extramat, if you will. It’d cut the number of passes I need to render after my base right from 5 or so right down to 1.
Also being able to merge render elements from another file including bringing over materials/maps (or even a preset saved out) would be amazing and turn huge amounts of my workflow into a near 1 click solution
edit: oh yeah, theres a bug in the extra tex too. if you have more than one and don’t manually rename the file they’re all being saved to, it doesn’t take the name from the map and they all end up overwriting each other. I think the first one picks up the name ok, but all ones after that don’t.
Yep - the same happens in multi channel exr files too, or used too. If you had two depth channels for example (don’t ask why) one would be overwritten regardless of name.
A check to avoid calculating them on matte objects would be amazing too. Right now if you’ve got a bunch of objects with matte on and alpha set to -1 (so they render black and get cut out of exr’s), it still calculates the extra tex’s on them.
There’s an affect objects list or some such to choose what you’d like from your objects but yeah, something like a “respect matte properties” toggle would be great.
There are some complications with that approach, one of them being - which material would appear in GI/reflections in other objects? What would happen to caustics, if you use them? Which material would be used to determine AA? And such like…
It would still be very useful if it used the original images AA/GI, but i didn’t consider the reflections… I saw it working by leaving the main image is as it is, but having the extramat basically working as an override and not affecting any other channels. This is of course assuming that vray can render 2 sets of reflections. Thinking about it more, it does sound a bit complicated