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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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materialX workflow

6 REPLIES 6
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Message 1 of 7
holter.diepolter
797 Views, 6 Replies

materialX workflow

Can someone explain how this works?
exporting materialX and assign it back on a gpu cache or alembic standin with the materialX operator is not working
the materialX sample mtlx files from lucasfilm are working but the exported mtlx files are not
the looks only shows up after editing the include path but the shader is not rendering

6 REPLIES 6
Message 2 of 7

Are you exporting to a mtlx document using mtoa's materialx export mechanism?

Note that the materialx operator makes different assumptions based on whether it's connected to the standin directly (you can e.g. use the standin UI to do that), or if it's connected to the target in the render settings. In the first case it assumes the assignments are relative to the standin, whereas in the latter case the assignments need to have the full path which includes the standin name.

It would be good if you could elaborate on how you export. The recommended workflow is to import the abc cache using the standin UI, do the look-dev through there (or connect operators directly to the standin in the node editor), and then select the standin and export to materialx (set to relative). Then if you apply the look by assigning the materialx operator to the standin directly (again either through the standin UI or in the node editor), then the look will be applied relative to the standin and will therefore work regardless of what it's called in the shot or new scene. This also ensures the look is portable and therefore should work if you want to apply the look-dev in Max, Houdini, etc.

Message 3 of 7
Anonymous
in reply to: holter.diepolter

Same here,

even on a simple sphere. When i want to browse and pick my mtlx file with one look, the filepath field in the attribute editor stay blank. And even if i put the full path manually and apply it on my sphere it does not recognize the look, and does not apply anything on the sphere.

Message 4 of 7

That workflow definitly needs some documentation and tutorials.

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https://linktr.ee/cg_oglu
Message 5 of 7
madsd
in reply to: holter.diepolter

I don't know if this helps.
But I can recall a test.mtlx file with some custom OSL shader back to a scene node in 3dsmax.

I just load the .mtlx file and set selection and it loads the disk shader chain automaticly.

Also added the materialx file, it could be fun to check if the yellow checker board can be loaded by you maya guys.

Let me know if you can load it.

3608-2019-03-26-14-45-39.gif

Message 6 of 7
madsd
in reply to: madsd

Also, look here. Here I set the mtlx file to be more receptive to be deployed in a simple way, it moves to all assets in the scene automaticly. Creating several look templates possible.
All in all looks great

3630-2019-03-27-14-02-04.png

Message 7 of 7

The only workflow that seems to work for me is by creating operator directly from the standIn.

On GEO: If I have a mesh(in a hierarchy) with a shader assign to it(no operator), mtlx export get the right node graph and material but the GEOM only include the shape (geom="robot_GEOShape"). The option "relative assignment" have no effect.

On StandIn: The GEOM work fine and the "relative assignment" option work too. If I "connect operators directly to the standin in the node editor" then the shader assignment is the default bad arnold shader(pink). If I use the new UI from the Standin it's the only way it work properly for both GEOM and material.

Is it all normal for that first version ?

cheers

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