Material Override Exlusion

Is there a way to exclude objects when using a material override? I love the override, but when I use a Revit model it’s nice to sample materials, and change the material one-by-one. I systematically do this, and test render each time. I would like to exclude the objects that I am working on.

There’s an exclude button right next to the material override button. Doesn’t it work for you?

Best regards,
Vlado

The Override Exclude button will exclude the objects, one thing what you can do, is write a script that will update the list before rendering excluding those objects who share the current material. Is this what the question was about? excluding by material?

I see the Glossy effects “Override Exclude…”.[quote=“m_hinks, post:21, topic:42229, username:m_hinks”]
There’s an exclude button right next to the material override button. Doesn’t it work for you?

Best regards,
Vlado
[/quote]

Yep, maybe bad positioning but that’s the one - functionality wise it’s for excluding specific objects from being affected by the material overrides, the glossy effects is a master on / off switch as you’d think.

got it, thanks!

How long has that option been there? And how did I never see it before! I’ve been in the same boat being oblivious to being able to exclude from the override material.

Since V-Ray 1.5 was released sometime in 2007.

Best regards,
Vlado

I think the name of it is confusing. But, I now know where it is.[quote=“kosso_olli, post:5, topic:42235, username:kosso_olli”]
How long has that option been there? And how did I never see it before! I’ve been in the same boat being oblivious to being able to exclude from the override material.
[/quote]

*facepalm*

well good to know it’s there :smile:

It’s confusingly placed, yes.

What I wish for is if this override exclude will somehow be able to read objects through xrefs, so you don’t have to merge those xrefs in first.

Exactly, it’s my main concern as well, it’s so enoying that xref don’t allow to manage the same way as if it’s in the scene…
To render mask as well it doesn’t work, for matte object it doesn’t work either, visible layer from the xref are used in stead of the visible layer from the master when rendering…
XRef are great, but the support of features are really lacking.

I guess it’s all on Autodesk side and not on Vray’s side though…

It’s just a pity that they introduced the containers and stopped implementing XRef, now the xref and not completely finished and polished IMO and containers are worst than everything to work with…
Another smart move from Autodesk I suppose…

Stan

Unfortunately this is how 3DSMax handle references - and we can’t do anything about it.
I usually prefer to attach scenes via Xref-Objects utility in that case - with that approach I can modify everything in my X-ref scene and it still remains X-ref scene, it works even with override-exclude option.

I’ve thought about this but never tried it. So in this case you would reference every single object from the file? But if you create new objects in that xref file, you’ll need to add them manually to the main scene? Or is there a way to handle this automatically?

I’m also wondering if containers would be a better option here.

Yes there is a way to update everything automatically:

I don’t know if containers are more appropriate in this case - I just say that it is possible to do it that way too.

Fantastic I will give this a go soon! Many thanks.

I do not recommend having the automatic update box ticked!

I do not recommend using Xref Objects at all…ever. You are entering a world of pain. Xref object in max does not work like in Maya or Softimage for that matter, where it actually works mostly. The whole feature is so broken even Autodesk don’t know how to avoid some of the bugs. This has resulted in me only using Xref-Scene if I need xrefs.
Working on large projects with multiple artists using Xref Object, I think I’d rather go sit down on a buttplug.

Granted, because of my past woes with this feature, I have not even considered opeing the dialogue window for many years, but I’m pretty sure it is not much better today.

Containers seem to alleviate most of the technical issues that come with Xref Object, but do complicate things by needing to exist as a different format (maxc), and have their own set of rather quirky bugs courtesy of Autodesk. As mentioned above, any auto-update options should be disabled for smooth sailing.

XRef Objects are fine if you fully understand the hierachy and how to use the controllers properly, one day I’ll write a blog-post about it, still not great for animation but I’ve used them lots with and without problems, learned a lot the hard way unfortunately! There is one thing Autodesk could do to make XRefObjects better but they’re not interested in it.

I’d be very interested to read your take on using xref-object in collaborative projects / large projects with lots of ref and assets.
I have always ended up with the dreaded dependency loop problem, even though there are no visible dependencies that can be fixed. This also used to corrupt you files badly after a while without one noticing and one would find the last 10 saves and autosaves are corrupt and cant open.
Not sure I ever had any issues with controllers, as I probably never even considered to do xref object on animated characters/rigs etc. since xrefs have burned me so bad earlier.
Are there any hidden nodes that need to be fixed through scripts for instance? I often have the urge to use xref-materials, but these too give me headaches, and I have learned to live without.