So I'm going to be doing sprite renders in Mental Ray for a while and wrote some custom shader networks in the Hypershade. On one, I have 12 or so attributes around the network that need to be set per surface/asset. What I want to do is have an easy collection of them, so I don't need to dig through the hypershade each time. I'm not an API guy, so doing this "the right way" isn't a solution for me right now.
My first thought was to create attributes on the main material node, connecting them upstream to each node/attribute that I want it to drive. This renders properly, but the viewport only shows a black color and it's own specular, since I'm feeding everything into the color channel. I understand this is technically a loop, but not a feedback loop, since the driven outputs never lead directly to the inputs in the final node. I also discovered that this is a limitation in viewport 2.0, it does render in the two legacy modes, but incorrectly.
Here's a real simple example, Bulge V on the blinn connects to the corresponding value on bulge1. Note that the swatch updates correctly at all times, but nothing in the viewport until I delete this upstream connection. Anyone have any ideas or experience with this?
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I'm not sure VRay would get around this issue, since it would still on rely on Maya's node engine?
Taking a step back, I think a about half the features aren't actually necessary for most our set pieces, which brings me down to a couple of items that need to be tweaked. It would still be nice to have the extras tagged onto the material node, such is life.