I've been fiddling around with Maya for a while and I'm currently going around trying out a bunch of renderers like Mental Ray, Furryball, and Renderman to see which I can figure out how to actually use. However, all three of those renderers alone highly recommend if not outright require their own materials to be used on the models.
For a character rig of mine, I've created default Blinn materials for him. Before I start recreating these materials for all the other renderers, I would like to know if there are any tips or good practices you guys could give me. Is it smart to just create custom materials for each renderer and save them all with the character? I would have to load every plugin for each renderer if I were to import or reference him into a new scene, which I'd imagine wouldn't be ideal. Is it possible to store just the materials in separate files and reference them onto the character only when I need them? Or am I overthinking this and I should just pick a renderer+materials and stick with that forever?
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I find it a bit weird to have multiple shader from differente engine in the same scene, I'd create a new scene for each engine,
hf !
But I don't want to split my character up into different files just for different rendering engines, as I'm constantly tweaking the mesh and the rig since I'm kind of haphazardly learning those workflows as well. What I'm asking is if there's some way of managing materials so I don't have to have the plugins for each renderer all loaded at once on the character file but I can still use the materials if and when I need them.
But yeah, you can save a material to it's own scene file. In the Hypershade, select the material, and File>Export selected network, save it as a .ma.