


but its a moot point for us as this is not in our pipeline methodology Honestly i don't know why its typically so slow. vrmesh (pretranslated geo for the vray render.) all geo acutually goes though this process at render time. i'd love to hear your thoughts on this workflow issue. Thoughts or ideas? could the MeshfromStrandNode actually break out multiple meshes that coinside with the numbers of shaders in the shader list? This would allow us to attach the shaders to the isolated mesh per shaderList? just an idea. the downside is that vray proxies with motion blur tend to take lots of time to export and additionally our facility utilizes a abc/point cache animation attachement type animation pipeline.(and faster motion blur caclulation) Thats not saying we couldn't go full mesh export for special cases like feathers.but that still leaves us with how to attache the shaders?

sort of.įor proof of concept this is great. Voalia! i get a proper mesh material with slots to plugin my multiple materials. Additionally I can export the same system as a Vray Proxy.

I have a workflow questions when using MeshFromNodes that creates geometry with multiple shader assignements (pic 1) If i export it using regular alembic (in this case we use exocortex crate) I get a single mesh that only allows one shader assignment thus negating the random shader assignement in the MeshFromStrandNode. First off I am loving this software and the support and response I'm getting on this forum is amazing.
