Then maybe the best solution  would be to create a export, import script
for material presets, they seem to be pretty stable. Store them somewhere
in the project dir and call them in thwe scene when changes have been
applied. Also you could have an externaln database for color pallets and
use a prefix in the texture name to replace needed textures and so on for
what Matt needed. A system like this doesnt seem too complicated to build,
it would just require some prep from the end user.

On Sunday, September 21, 2014, Jason S <[email protected]> wrote:

>  Also apart from (but related to) the group work aspect,  as much as the
> sturdiness of referencing is what can make things as efficiently scalable
> in a relatively painless (or at all possible) way in terms of scene scope
> (for scene assembly), that would also go for material referencing.
>
> So maybe we should log a request?  x-D
>
>
> On 09/20/14 23:46, Jason S wrote:
>
>
> On 09/20/14 17:27, [email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');> wrote:
>
> the workflow that I’d love, is having no materials in the models – only
> pointers to materials in an external library.
> (and pointers to texture supports and image clips – yeah I wanna have my
> cake and eat it)
>
>
> I agree having a 'live' project-wide material library that could be
> worked-on along-side everything else, would be the great main advantage.
>
> But it would also otherwise generally be very useful just to be able to
> have/swap various different sets/versions of materials in a given scene
> (like 'super-passes')
>
> I remember being surprised that that wasn't already possible.
>
> I would have expected it to be just other scene elements to be referenced
> in a reference model otherwise (mostly) working more than flawlessly
>
> As much as both referencing & passes can be some of the great (or
> legendary) things in soft, having a reliable way of doing this would
> actually make people (further) drool all-over a (living) legend  ( yuck! :]
> )
>
>
> On 09/20/14 17:27, [email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');> wrote:
>
>  well – it’s the inverse actually – I’d prefer nothing local in the
> scenes/models.
>
> the workflow that I’d love, is having no materials in the models – only
> pointers to materials in an external library. (and pointers to texture
> supports and image clips – yeah I wanna have my cake and eat it)
>  modify only the library – and have the rest of the production follow.
>
> switching the renderer was just an example.
> but it’s more about look dev on a higher level, not one asset at a time,
> but a more global tweaking of all shaders for a production.
> Compounds and scripts for switching compounds are a workaround, for
> changing shaders “en masse” – but it’s not in line with the whole
> non-linear / non destructive nature of referencing.
>
>
>  *From:* Stephen Davidson
> <javascript:_e(%7B%7D,'cvml','[email protected]');>
> *Sent:* Saturday, September 20, 2014 9:35 PM
> *To:* [email protected]
> <javascript:_e(%7B%7D,'cvml','[email protected]');>
> *Subject:* Re: external material libraries.....
>
>  could this be of help?
> http://www.chris-g.net/2012/07/11/localise-matlib-in-softimage/
>
>
>
>
>

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