It is a broad question, and the method used might vary.
So it’s about finding a good base with options for overrides and tweaks further down the line.
I’ve actually encountered this type of “problem” working for other studios on Lego projects.
receiving assets from Lego and making them work in the pipeline. which usually involve publishing it through the different stages: model>shading>rigging/animation and then into lighting. which also includes building shaders. So I understand the need to streamline this procedure inorder to make it fit with multiple softwares, pipelines and departments.
First thing, I would Investigate how things are getting done at the moment, asking around checking scenes, pipeline and tools to get a good understanding and overview.
Then I would dive in and search up information on the matter, in case something new has been published.
I would suggest using the object’s attributes and IDs for assigning and controlling the shading.
It is possible to set shading values for each object, group or set, if there are attributes for controlling reflection, gloss and transparency. Then use it with vrayUserScalar/vrayUserColor or similar for other software packages.
That way it’s possible to have 1 shader for all objects in every scene. because all adjustments and values are set at object level.
I would recommend building a tool that can create the above mentioned material with attributes. It should take the information from a list where all these attributes are specified, that way It’s easy to roll out and update. Since all base settings are at object level, It would be possible to update the shading, or just delete it and create a new one for the scene.
Another thing to dive into would be a system for setting up the attributes for the objects.
I did this example of how an attribute based shading could look like.
Since decals/stickers are based on textures and objects with Uvs, It’s a bit more hero and I would assign another shading for those. You could input these into a switch material and control it with an attribute. I did that in the test as well. That way we are still only using one shader, and one assignment.
In Order to have 1 decal shading for all stickers. I would use a vrayMultiSubTex and control it as a texture switch. that way it will also be set at object level what textures to be used.
it’s possible to switch and control what pack of textures goes to the objects.
In the test scene I have 1 multiSubTex for each shading input: diffuse,reflection,refraction and so on. I’m using the same textureSwitch for all of them, that can be controlled with attributes on the object level If I want textures “01” or textures “02”.
- Can you show one or more pictures of a shading and/or texture graph inside Maya VRay,
- (Or Houdini, Mari or Substance Designer, if no examples of VRay) so we can better judge your familiarity with procedural content?
Most of my work is under NDA, that makes the access very limited. I managed to find some pieces, do note it’s far from the largest shading network I’ve built.
But hopefully it will give a little taste.
- A written response on: How would you use a single shader on multiple unique objects, in order to get a different result for each unique object?
I would add User attributes on objects or groups, then use a switch material and a user scalar to define which shading goes to the different objects.
That’s the base setup. This could obviously be built into a tool, making it easier to assign and change the user attributes.
The nodes mentioned above can also be used for controlling inputs of the shading, with user scalar set to float. Then its possible to have the same shading on multiple objects. Then having different values because its controlled pr. object with User Attributes.
In some cases it might also come in handy assigning the materials in the Lightscene.
that could be done through the Render layer setup using a Collection with override material, and filtering by object names. like all objects with a “metal” in its name would get that and so on. or by using vrayobjectproperties set
- Secondly, can you show that you know how to low-level script or is there a desire to learn how to code (mel/python)?
I’ve used several scripts, but it has always been something I have been asking for, found resources online, or “co” developed among people with more experience in that regard.
With that said, I’m really keen to dive into python.
Do you use/understand Substance Designer?
I am familiar with Substance/painter & mari