I'm trying to implement a shading workflow for our lighters where they can archive the shade tree for a given model either for later use, for for leads to had off to be used as a base. This is in maya and currently using vray.
First off, is anyone doing this? Second, How? Here's the workflow I'm proposing, followed by the places I'm stumbling: - creates all nodes pertaining to a given shade tree - adds some custom attributes (VRay specific attributes, etc) - link textures to drive values on shader - link utilites to drive values of textures and shader - link displacement to shader group node The really simple idea is this: Assign the same shader to a sphere and export the sphere. When importing said shader, delete the sphere after import. The harder way, but with more flexibility is this: write out all nodes, connections and values to an XML file describing the shade tree in all it's detail, and re-building the shade tree on import based on values from the XML file both ways have similar issues: - shaders have to have 1 to 1 correlation with the 3D asset they where and will be assigned to - shaders that share image maps, utilites or other nodes will now have unique nodes, not shared, and no easy way to know if a node should be re-shared I'm moving our animation pipeline from geo cache to alembic, and I see that I have to export/import shaders to accommodate alembic. Any thoughts? TIA, -ctj -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/bd912070-ce56-4f8d-8b34-f4ea8cb8d6c5%40googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
