The Geometry File is only used to compute geometry information (skinning, blendshapes, geometry caches.). Hence, there's no need to save Shading Group / Shader along with the Geometry File (.fbx). To make sure your dummy geometry will be not visible at render time, you can deactivate its Primary Visibility or move it far for the camera frustum. If they are not assigned or assigned to an hidden geometry, the rendering engine optimizes the translation and ignores the nodes. To do so, those Shading Group / Shaders need to be imported in the scene and assigned to an active geometry (not hidden). Thus, as shading assignment is simply done by attaching a Shading Group / Shader name to a Mesh, the required Shading Group / Shader nodes need to be translated as well in the rendering engine file format. When the render starts, the rendering engine translates the Maya rendering scene in its own file format (.vrscene for V-Ray. Thus, Shading Group /Shaders don't have to be saved in the Character Geometry File (.fbx) but can be saved in a regular Maya file which can be imported when needed (using the Crowd Render Menu / Import Shaders) For each mesh, the name of its Shading Group is read from the Character File (or the name of its Shaders if you're using V-Ray), a node WITH THE EXACT SAME NAME is searched in the current rendering scene and, if found, is assigned.ĭue to Maya limitations, to be correctly searched and found, the Shading Group / Shader nodes must be in the Maya scene which will be rendered and assigned to a not-hidden geometry (but the Primary Visibility of the geometry can be unchecked). When a Maya Character is imported in Golaem Crowd with the Character Maker, for each Mesh of the Character added to the Geometry List, both the names of the Shading Group and Shaders assigned to this mesh are saved in the Character File (.gcha).Įxample of a surface shader and shading group names assigned to a tshirt meshĪt render time, each time an Entity will be generated, its Character File is processed and a list of meshes is computed depending on the Entity Rendering Type and its assets repartition.
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