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

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