I often find myself using the material override feature of VRay, whether it’s to test a lighting setup, or to make some clay renders, etc and am always having to find/separate all of the glass/refractive objects in my scene so that I can have the material override exclude/ignore them, such as glazing.
This is fine and quite simple on models that I’ve made; but when I have to take on other peoples models which usually have dozens of multi-sub-object materials and so on, it becomes a much more arduous task - sometimes impossible if it is a big model.
Would it be possible to add materials to the exclude function, as well as geometry? So I can just tell VRay to exclude all the glass materials from the material override.
I realize it’s a good idea, and I’ll make a note to look into it, but keep in mind that:
*) The 3ds Max include/exclude dialog cannot work with materials; that’s not a big problem, as we can probably code our own dialog;
*) Multi/Sub-object materials. The material override works by replacing the materials on the objects with a default one, but we can’t go into a material hierarchy and change an arbitrary material in the middle of it. Instead, we can probably modify the VRayMtl material to check if it is overridden and to call another material instead, but I don’t know how easy it would be to make it.
That might actually be easier to do But it will affect things like glass tables, glass railings, glass vases or light fixtures etc - if that’s ok, then we might go with that option.
I personally think that would be best - If i’m setting up lighting in for example a modern office - there are all sorts of glass partitions, tables, etc that need to let light through.
I’ve asked for kind of the same thing years ago, but my concern was not only to keep the refraction, but the reflection and all the bump maps as well.
Therefore, Vlado, I remember that you offer to add a option to override the diffuse of all the material as white (or a specific color)
This is a easy way of getting the whole scene rendering in a specific color but keeping all the reflect/refract/bump/displace as it should be.
I was still waiting for this to be implemented but it seems it might have been forgotten, so this could be a good way to tackle this issue, wouldn’t it?