Is it theoretically impossible to get a tripleSwitch to work with ptex?
It works fine for the first assigned object… then toast for the face ID’s for subsequent objects.
Is there a preferred approach to get multiple materials to share attributes, aside from just making the connections between shaders or saving presets?
vlado
September 29, 2011, 6:42am
2
It is not possible with the current implementation of our PTex loader. However we will probably try to rework this.
In the latest nightly builds you can use custom V-Ray attributes and the VRayUserColor and VRayUserScalar textures to pick up material attributes from the object that is being shaded. This works only for simple colors and numbers for the moment though.
Best regards,
Vlado
It is not possible with the current implementation of our PTex loader. However we will probably try to rework this.
In the latest nightly builds you can use custom V-Ray attributes and the VRayUserColor and VRayUserScalar textures to pick up material attributes from the object that is being shaded. This works only for simple colors and numbers for the moment though.
Best regards,
Vlado
Yep, use a condition node with a VRayUserScalar. I use this to switch between textures.
Have you tested this with ptex? I think there is a traceback from the connected shape in the SG to the ptex to tell it which face index to load.
vlado
September 29, 2011, 7:27pm
5
I don’t think this will work with the PTex texture just yet. Like I said, we will fix the TexSwitch problem though.
Best regards,
Vlado