vrmesh and assignations slots when updating

There is the “prob” (wich is not really one becasue I suppose this is not solvable).

I have a scene with many vrmeshs and vrmeshmtls with shader slots.

I do assignation on slot and launch the render on the farm.

During the render, an CG artist update the vrmesh adding a shader (and so, a shaders slots).

So there is some picture with well assigned shaders and others with bad assigned shader.

When I open my scene, I see a “offset” of shaders connections (because of the new slot).

Everything here is “logical” (I suppose Maya store shader connections using a list with id) but maybe you, at CG could (I really don’t know) make that shaders are linked to slot name instead of slot id.

This is most a suggestion that could help to be more “flexible” in the way vrmesh are handle in the pipeline.

Thanks in advance.

Internally everything in the .vrmesh file is IDs for the moment unfortunately; the names are resolved to IDs before the rendering starts when the scene is translated.

Best regards,
Vlado

Thanks for the answer. :slight_smile: