This is my first post on this Forum from long, long time, then Hello to
In Max2015/Vray and earlier versions, when was defined VRayOverrideMtl, display of material was changed from Base material diffuse map (eg. wood parquet on the floor - screen1) to defined solid diffuse colour - screen2 (in this example dark red-brown). To get again preview of diffuse map was necessary only to reload “Shaded/Materials/Realistic materials with maps” - and texture of wood parquert was visible on preview again.
In Max2016/Vray when is defined VRayOverrideMtl, preview of object is gray - screen3 - any reloading to get back texture preview of VRayOverrideMtl Base is not working. And here is question: how to make visible textures on objects with VRayOverrideMtl used on?
I have a script that usally sorts this for me across the entire scene, but it’s not working for the override.
As a work around just go one level into the override (so that you see your wood vraymtl) and just click on the button in material edirot to show in viewport (the little square checkerboard icon with a light bulb over its corner). Then just click the round icon with an up arrow over it to go back up to the parent, in this case the parent is the override
Yes, in result I am getting display with flat diffuse colurs of base material, but diffuse textures still are not dispalyed.
In screen4 shaded display of scene. In screen5 shaded display of scene after define of OverrideMtl - diffuse flat colours, but no textures… Test with reload by “Realistic materials with maps” )all OverrideMtl-s are going to be grey. Try with “Shaded materials with maps” is giving flat diffuse colours.
In older versions (2015 and earlier) “Realistic materials with maps” reload was giving in the result visible diffuse textures…
In attachement zipped robo2016.max scene (V-Ray 3.20.03) and preview of scene max2016 - visible on additional screen is:
on the right: box with no-overrided material (visible used texture) AND on the left: box with overrided material - visible violet flat diffuse color, not visible texture.
Second attachement is zipped robo2015.max (to be oppened in max2015) (V-Ray 3.20.02) and preview of scene max2015 - visible on screen is:
on the right: box with no-overrided material AND on the left: box with overrided material - on both boxes visible texture…
I just checked your scene (Max 2016/V-Ray 3.20.03) and the UV coordinates are different for Box 1-left and Box 2 - right. This is for file robo2016.max.
Try to apply one UVW Map modifier in Box mode and then refresh the viewport mapping for that material using “Show Shaded material in Viewport”
Let me know if this works for you.
No, this not giving any result… Important - procedure of making this sample scene was:
1. I made a box “Right”, then I converted it to poly,
2. I assigned a simple VRayMtl (named: simple base material (no override))with texture to this box,
3. I mapped this box with UVW map (box) - box “Right” was finished
4. I duplicated box “Right” as box “Left”
5. I duplicated a simple VRayMtl from p.2 with changed name (name changed to: simple base material) and I assigned this to box “Left”
6. I changed this material to VRayOverrideMtl and added some GI material
There was not any change to UV coordinates from box “Left” to “Right” - if some change in UV coordinates was generated - change had to occur at the stage of conversion from plain VRayMtl to complex VRayOverrideMtl… !!!
A proof for this concept is test:
When You opening my robo2015.max test file in 2015 program, all is displaying correct, yes?
Now please open this same file named robo2015.max in 2016 program - the texture on “Left”-overrided box is not displaying…
In my opinion probably that mean: in Max2016 using of VRayOverrideMtl totally destroy used for display in viewport UV coordinates of object with this material assigned. Difficult is, that object is not displaying correctly, but in render is looking correct… This is strange… I don’t understand this…
Maybe it would be not so important, but I must to import to Max very complicated scenes exported from Arcon program (in *.3ds fromat with thousands of objects) and I really need right preview in viewport after re-defintion of “a few” materials to Override… I hope, You will find, where is the problem…
Yes, confirm that the scene robot2015 opens in Max 2016 without viewport preview for this material/map but when I changed the map viewport mode to shaded instead of realistic I got this result:
I’m attaching the max file as well, so please try it in your environment.
This is strange… When I oppened sended by You file in my Max2016, previwe in viewport was correct, but when I was making on “Left” box again command Materials/Shaded Materials with Maps it was going again to “violet” preview without texture… Making on this Realistic Materials with Maps is giving only this change, that box is going to be grey… There is no way to get back correct display.
We can have an issue here because the viewport shading with this setup definitely works better in 3DS Max 2015, however, I will do some more tests.
but when I was making on “Left” box again command Materials/Shaded Materials with Maps it was going again to “violet” preview without texture…
It is the same here:
but what i did then is to change the shading (not realistic) from the materials:
Something definitely going on but we are able to reproduce this behavior from scratch.
The 2015 scene you shared indeed doesn’t work on 2016 but when we try to replicate the same shading network on 2015 and then open it on 2016 it works as expected.
Is there a chance to explain us in details how the scene was created, what V-Ray and 3DSMax version and service packs are used etc.
Max 2015 Product version 17 SP3 commercial
VRay Adv 3.20.02
Max 2016 Product version 18 SP1 commercial (but I tested this with the new SP2 - situation is this same…)
VRay Adv 3.20.03
Creating of the scene robo2015.max:
1. Create the “Right” box
2. Convert to poly
3. Make the base material with some texture [simple base material (no override)]
4. Assign material to poly
5. UVW Map (Box)
6. Duplicate the poly as the “Left” box
7. Duplicate the base material and change name to [simple base material]
8. Assign this material to “Left” box
9. Convert [simple base material] to VRayOverrideMtl [our override material] and add some simple VRayMtl as GI material
10. In “Shaded” viewport command Materials/Realistic Materials with Maps
That’s all
But I think, problem is in 2016, where by time of convertion to VRayOverrideMtl is maked some “hodgepodge” with UVW coordinates, but only these used for displaying in viewport, because in render all is ok.
Is it other set of UVW coordinates used just for generic display in viewport and separated set of UVW coordinates used for render?
Unfortunately we didn’t manage to reproducing the issue by following your steps. Could you try the scene I created on your max 2016 Preview_view.zip (46.6 KB)
It is strange, but this file is opening with correct preview and, when I am making “Shaded materials with maps” or “Realistic materials with maps”, at once box with overrided material is going to be grey…
This same situation was when computer was working on Windows 8 and now with Windows 10 (in mid-time I was making reinstalation of Max - it was not giving some change…). Some idea?
We found that the “Shaded materials with maps” option disables the “Show Shaded Material in Viewport” option of the Base material and enables it for the GI one instead. We made a note about this.
For now you need to go to the Base material shaders and enable its “Show Shaded Material in Viewport” option.