global material override for a whole scene

Hello, is there an easy possibility like in 3ds Max for doing a material override for a whole scene? in Max Vay 5.1 can even keep the transparency of the materials. I could not find a material override in the render settings? with render elements (layers, name mismatch) it does not work in Maya. thanks

There isn’t an option like in 3ds Max. It should work with Render layers, check this guide for the workflow.

Create a render layer and assign a grey shader there.

Hello to all!

sorry because the 2 answers is not the solution to what TheScopeTeam asked, he talks about the improvement in VRay 5.2 in 3DsMax, that material overrides can detect and respect transparencies and bump…

Thanks for the replies. Exactly Carlos :slight_smile: I don’t know if 3ds Max does an override on proxies as well? we have lots of plants in our scenes. The cool thing about the new feature in Max is that it keeps the other channels as well

These options are not implemented in V-Ray for Maya and at this point, there isn’t a plan for them. We were thinking of adding them as IPR Debug shading options, though. In what kind of rendering are you interested in using them?

This is actually a very useful feature of Vray in 3DS Max, and the clunky render layer workaround is far from ideal for any number of reasons. Is there a reason this cannot be implemented in Maya?

Yeh the suggested maya layer override is not the solution at all. That is a brute force shader applied to everything with one set of settings. From my understanding, the Max version can retain material settings like relfection parameters, while rendering as a chalk shader for example, so some scene material settings can be kept, like bump mapping also. Im not sure how overriding the scene with one shader is the same thing.

Hello to all !

I don’t think it’s that hard to do it, from VRay Settings > Overrides > Materials > New Improvement the Material Overrides with new options
no?

Well, it’s pretty similar in max. Now with the new options to retain opacity, bump, etc, it gets a bit more complicated.
We’ve not yet gotten to the point where we’d look into how this can be implemented in Maya.
We have the debug shading overrides for IPR, where it could be a bit easier to implement rather than a global override like in max.
That’s why it’s useful to know if people need this to work in all modes (regular rendering, IPR rendering) or IPR only is acceptable.

It’s not that simple in this case. We’ll need to spend quite some time looking into how we can implement this in Maya (in the V-Ray for Maya code itself, not just the interface).

Plus 1 for this! As the rest have said this feature would be very usefull in Maya for our workflow too.