I am trying to implement Arnold Operators on my workflow. I am following one of the tutorials to understand how it works, etc.
One of the things I find useful is assigning materials based on the geometry name. So as you can see below I have the blue material assigned to all teapot and I want to assign a red material based on their names. However I am getting this purple material and I don't understand why.
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Solved by Stephen.Blair. Go to Solution.
magenta means that the shader does not exist
Either the name is wrong, or the shader is not exported. As a test, assign that red material to something else in the scene.
I don't think MAXtoA exports unassigned shaders...but I'd have to check to be sure.
I tried that. Like here for example. The red material is assigned to the sphere, but the anvil gets the purple colour. How do I export the shader? The help section doesn't mention anything about that.
Export the scene to ass and verify the names
A shader is exported when it is assigned to something.
Ok, it seems that I need to restart ActvieShade to see the shader gets assigned and I do need to assign the material to something in the scene. Not entirely practically
I set up some thingies, try look how to get there via this video.
https://www.dropbox.com/s/hregdt24i5gdp3d/operator_color.mp4?dl=0
Yeah, I noticed then I need to assign the shaders to something on the scene before using the operators. However, sometimes I need to restart the activeshade to actually seem them. Would be nice to have a couple of more examples of how to use these operators. I don't think everyone is aware of the full potential of this tool.
One of the better approaches to something new is often, to ask the system a lot of conrete questions to see how well it responds to your demands.
Sorta like, this example you found out.
Next, you want to demand something else, concrete. It could be that you add 2 search criterias. Name and for example size, seen from a rule set that could be "select the smallest first, then search upwards ) - This controlled with a float value for example.
That is amazing. I never thought you could do something like that. I just have to say that on the documentation would be nice to mention that the materials need to be already on scene. Nowhere mentions that, thus my confusion.