- Fri Nov 25, 2016 2:29 am
#393383
Hi Jeremy
Writing one last time to plead with you to do something hacky to resolve the material conflicts issue.
I'm doing exports for VR rendering now, and the material duplication is driving me insane. It's like... really so frustrating and impossible for workflow.
What if I was content to just accept the material in the parent scene? Ignore the material in the block when inserting? If the name matches, then consider it good and use the parent file's material.
In a lot of ways this would be better, for example could change all the carpet throughout the model if all the materials were just "carpet" instead of carpet(1) carpet (2) etc.
For a while I got into the habit of putting a prefix on materials like _blockname materialname.mxm or whatever so at least they would alphabetically float to the top of the materials window and I could ignore them.
But now when I export my scene to polygons for VR I'm getting like 50 different stainless steel materials and within the VR editor it's nearly impossible and in practical terms unreasonable to reassign them all to the singular "stainless" material I want to use. Perhaps that's a bad example because there's no bitmap, but in the case of materials that have bitmaps associated with them it's a huge memory waste loading the same image multiple times.
What I'd really REALLY like is to just use the parent file's material when I import a block that contains materials with conflicting names.
I'm starting a new project so it's a good time to sortof switch gears on methodology for me. I'm ok "breaking" my old models by deleting out all the _prefixes from common block files.
Please please. I can't really proceed with Maxwell without getting this sorted.
Writing one last time to plead with you to do something hacky to resolve the material conflicts issue.
I'm doing exports for VR rendering now, and the material duplication is driving me insane. It's like... really so frustrating and impossible for workflow.
What if I was content to just accept the material in the parent scene? Ignore the material in the block when inserting? If the name matches, then consider it good and use the parent file's material.
In a lot of ways this would be better, for example could change all the carpet throughout the model if all the materials were just "carpet" instead of carpet(1) carpet (2) etc.
For a while I got into the habit of putting a prefix on materials like _blockname materialname.mxm or whatever so at least they would alphabetically float to the top of the materials window and I could ignore them.
But now when I export my scene to polygons for VR I'm getting like 50 different stainless steel materials and within the VR editor it's nearly impossible and in practical terms unreasonable to reassign them all to the singular "stainless" material I want to use. Perhaps that's a bad example because there's no bitmap, but in the case of materials that have bitmaps associated with them it's a huge memory waste loading the same image multiple times.
What I'd really REALLY like is to just use the parent file's material when I import a block that contains materials with conflicting names.
I'm starting a new project so it's a good time to sortof switch gears on methodology for me. I'm ok "breaking" my old models by deleting out all the _prefixes from common block files.
Please please. I can't really proceed with Maxwell without getting this sorted.