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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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MaterialX and Namespaces

4 REPLIES 4
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Message 1 of 5
sgivordV3TZH
434 Views, 4 Replies

MaterialX and Namespaces

Hello,

I wouls like to use MaterialX in our rendering pipeline, and i would like to do one export of a MaterialX File per asset then load the file via the operator and assign it to the the asset under a namespace in my rende scene.

For instance, if i have an asset loaded 3 times with 3 different namescpaces (ex : Fish_1:, Fish_2:, Fish_3:) in my scene i would use my materialX file once with 3 materialX operators.

Ho can i do this please?

Have a good day.

Soal

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4 REPLIES 4
Message 2 of 5
madsd
in reply to: sgivordV3TZH

Make sure your exported MaterialX file has geom="/" and not some specific name. 5th line in the MaterialX file in my test here.
I added a material and an OSL checker to the file.
Load the file in the operator node and selection was set to "/Fish*"
Draw a bunch of primitives, call a couple Fish_1, Fish_2, Fish_3 etc ->
Set the MaterialX to enable and now only those 3 items in the scene gets the material and the checker.

I cant upload files to forum for some reason, had mockups prepared, no dice.

MaterialX file that works like described above
https://www.dropbox.com/s/c6mirbjxl6bghm1/gg.mtlx?dl=0

Mockup
https://www.dropbox.com/s/ehr1if7k9gaq3eo/ss.jpg?dl=0

Message 3 of 5
madsd
in reply to: sgivordV3TZH

Small practical note.
If you want multiple LOOKS stored in same file.
Just change LOOK name, but save in the same file.

Like you save to template.mtlx
- AO
- Normals
- FlatWithdots
-Checker

You would export those shaders to the same file name but just change look name, the save will not override the old file, it will inject the new look to the same file, this way you get a list of different looks from within 1 node hook.

Message 4 of 5
sgivordV3TZH
in reply to: sgivordV3TZH

Hello and thanks a lot for your precise answer, it gave me some clues but it is not what i'm trying to achieve here.

I can't have an empty geom value because i want to have specific assignments.

Let say i created an asset in maya : rnd_Char, in my maya asset shading scene

with two meshes objects in it : arm and head

rnd_Char

....-arm

....-head

i assigned a metal shader to arm and a skin shader to head

Then i select those two object and export a Mtlx file

https://www.dropbox.com/s/56ytmscs8wd0mkj/char.mtlx?dl=0

Then i export my asset in my database with default lambert shader to save space.

Now in my Maya shot lighting scene i import my asset 3 times as references under 3 different namespaces, so in maya, i have :

Char_1:rnd_Char

....-Char_1:arm

....-Char_1:head

Char_2:rnd_Char

....-Char_2:arm

....-Char_2:head

Char_3:rnd_Char

....-Char_3:arm

....-Char_3:head

Here i would like to use my Mtlx file to apply the shaders on each one (or all of them, why not)

The thing is i dont have a namespace in my Mtlx file so how can tel arnold to use my object under namespaces?

Tel me if i'm not clear enough 🙂

Thanks

Best regards

Soal


Message 5 of 5
xtvjxk123456
in reply to: madsd

do as "mockup",my katana file works

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