*Raises hand* yeah I am suffering under this aswell. Okay I dont have solution but I have what I would describe as a solid work around: If you select the shaderfx pbs shader in the hyper shade window to the right below the thumbnails there is a tab called "Property Editor" in there look for "Texture Global" it should have…
Hi, I am wondering if this is something I can fix in hypershade/shaderfx: the default texture preview for my PBR material (based on the Stingray PBS material base) is always the BRDF LUT texture, which isn't very helpful when I tried to lineup uv shell to tiling textures. Yes I could change them in the texture menu but it…
Also in the ShaderFX window Settings-> Show Properties Panel Each texture node once selected will also all the way at the bottom show a property called "UiOrder" its set by default to 100 This does not effect the order in the UVEditor just the "Property Editor" and "Attribute Editor" order! For your sanities sake id…
Disconnecting the LUT manually every time via the hyper shader became tedious I made myself a shelf button with this mel code inside: disconnectAttr file9.outColor MI_GenericUberShader.TEX_brdf_lut; Of course you would have to adjust it to your materials name. Surely some real mel wizard would also know how to run this on…
Maya's sorting is... uh. yeh. poopipe's suggestion would also be my guess. It could be using the order that the file nodes were brought in, or maybe whoever has the lowest/highest UUID. I've never paid attention to UUID, couldn't tell you if it's random or incremental.
I've had this too so you're not alone.. You can change the UI order of the texture nodes within the ShaderFX graph - I'm not sure whether that changes what happens in the menu (never checked, don't care tbh) but it's worth a look - you could try negative numbers if it does make a difference..
This seems to only be a bug with the Stingray PBS shader, the texture stays as your selection, between object selections, when you're using a built-in lambert. Couldn't you temporarily just create a blinn/lambert shader with only the texture you need? Also you can middle click that "Textures" menu to run the previously…
I am bumping this to ask a simple question: IF you have created custom material based on Stingray PBS material's standard base in Maya, have you experienced the same problem? (I am already asking Autodesk for some comments.)