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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Is there a way to overide all of the shaders in MtoA without overiding their displacement shaders (aka make a clay render with displacements)?

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Message 1 of 4
stravamir
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Is there a way to overide all of the shaders in MtoA without overiding their displacement shaders (aka make a clay render with displacements)?

 
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Message 2 of 4
maxtarpini
in reply to: stravamir

I use : arnoldrenderview->render->debugshading->lighting

Message 3 of 4
Stephen.Blair
in reply to: stravamir

Or use an operator. shaders and displacement are different connections on a polymesh



// Stephen Blair
// Arnold Renderer Support
Message 4 of 4
stravamir
in reply to: stravamir

As it turns out there is a way to do this in Maya regardless of the render engine. In the render manager set up a layer as shown in the images. The second Collection named collection1_shadingEngines was created automatically when trying to create a shader overide. A system is not 100% intuitive but it is easy to figure out nonetheless.

3923-clayrenderoveridesetup.jpg

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