I like to use shell material nodes to display a texture to help align/orient the textures when the original texture doesn’t display nicely in the viewport, but VRaySwitchMtl doesn’t allow that. If you use a shell material > VRaySwitchMtl, it doesn’t display the correct texture in the viewport. The VraySwitchMaterial doesn’t even display the material at all. It seems to only show the diffuse color in the viewport regardless if a map is inserted into the material instead.
Attached is a material showing the issue (rename to remove “.txt”) - If you apply the material to an object, you’ll see that it displays only the color green, when it should display the noise texture instead. This material works if you directly assign the shell material to the object instead of the VRaySwitchMtl.
The bigger issue is that the VRaySwitchMtl does not render the Shell Materials at all. I guess that combo is not supported. I’ve logged it (internal tracker ID: VMAX-15025).
By the way, rewiring the network so that the Shell Material is last should work as expected. Basically, having two VRaySwitchMtls - one for the viewport and one for the rendering materials, plugged into one single Shell Material. Check the attached screenshot.
Yeah, that’s what I figured with it not even showing in the node, but I guess I focused too much on the initial thing I noticed. I should have explained that better. Thanks for logging it.
That does seem to work, but it adds quite a few VraySwitchMtls for my material network. I need one for each material instead of just one at the end, and it would grow if I wanted to add more materials. I guess at least I get the outcome I want, so it’ll have to do for now. Thanks for the work around.
Please keep me posted if this ever gets fixed. Thanks.