![]() vrscenes crashes Houdini quite often) So, any pointers would be greatly appreciated. vrscene for VRAY but the way that is implemented currently makes it bad for further processing( why? Because the VRAY integration is not solid and unpacking. What if I want to create 500 different trees in a preprocessing step and save out the mesh/textures + shaders to disk? Should I have 500 different HDAs called tree_0413.hda etc? I can use. As I stated above I know that this can be solved by creating HDAs of an asset but to me that feels wrong. ![]() The links to texture maps will still be references and does not need to be included/packed/stashed. So, what I am looking for is practical approaches to saving out materials in a similar way as geometry. ![]() Same seems true for Maya with references but I don't use that currently. max file I Studio max it will contain all stuff including shaders and I can load that again. (It can so easily become a "war" between tools and what is better etc) Anyway, If I for example save a. Oh I should not have mentioned that (other tools) since that is not the type of discussion I am looking for.
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