Thanks for comments guys...
smann:
To clarify a specific problem we've been having:
1. Make an asset that contains 3 spheres.
2. Pull as a reference into lighting file. Create a render layer that uses the asset and makes some shader overrides.
3. Client called - 2 spheres, not 3!
4. Alter the asset, update the reference in the lighting file.
5. Try and enter the render layer you made...and Maya won't. "I'm missing some data that should be there, so no"
6. Reset everything and reassign your shader overrides all over again.
Obviously on my fictitious job it's trivial...not so trivial when you've got a million polys. :)
I've seen lots of references to this specific issue on the net - and the only solution I've seen is to bake the render layers and assigns in the asset and the layers just come over in the reference.
Yup, name clashes are common and you can be careful and avoid that, but this is specifically to do with references and render layers. Good point about the shader name changes, yup. The issue is, in the end, Maya doesn't let these two technologies play very well together. By doing your overrides in the asset, you sort of avoid mixing them altogether, but it's not very elegant(lighting artist is constantly tweaking the asset, publishing and reloading).
Alembic is absolutely the way I'd love to go, we do use them for texturing in Mari and camera and projection mesh sharing, but for this it's a bit more ambitious and is on the back burner for now. Will take some work scripting to reassign materials on import.
Kiryha:
Thanks for your link, I'll be reading that for sure. :) As far as the deadline thing goes:
We like to be able to send render layers as separate deadline jobs, but when you are referencing in your layers, Deadline doesn't 'see' them. It will grey out the option altogether if all you have is referenced render layers.
Cheers guys,
J.C.