Ark
unread,Aug 1, 2012, 5:04:25 AM8/1/12Sign in to reply to author
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I had a lot of crashes when overriding Surface Material, so I've stopped
doing that. Not a big deal since I'm using mentalray anyway and I don't
like UseBackground ( I use mip_matteshadow instead). Don't remember
duplicating renderLayers with miMaterialShader overrides producing
crashes, so maybe that's the reason.
Drawbacks of using the same shadingGroup are not really something
serious, but just needs additional things to script and keep in mind:
- you need to override and disconnect other channels you don't need, for
example lightMaps... if you don't want to waste time when rendering
masks or something;
- when you have a heavy scene, hypershade can draw networks slower...
sometimes when you switch renderLayer, all these connections can go into
long "calculating" process if hypershade is opened... it usually stops
doing that if you close maya and reopen the scene;
- you will lose cool functionality of 'non-self shadow' of
mip_matteshadow, since plugging the same shader into different
shadingGroups will make it think these are different instances of the
shader, and objects will cast shadows onto each other anyway. Can be
solved with 'casts shadows' checkbox for shadows though, but if you want
to catch occlusion with mip_matteshadow instead - seems no way around.
- your objects will get red in viewport in all renderLayers :) I think
that can be solved as well by reconnecting maya shaders after that (if
you use assets this way).
Concerning cleanup references... If you've made some overrides on
referenced objects, then changed their names in original scene,
reference RN nodes will leave placeholder connections to itself - it's
visible as half an arrow above the node in hypergraph. And it seems to
be slowing the scene a lot. If you keep reference loaded and run cleanup
reference - all these irrelevant failed connections will go away. If you
unload reference and run it - all modifications will be gone, nice
alternative to removing reference and creating it again.