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zOOmer

Vray-proxy Texture Problem

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hello,

on page 829(Vray-the complete guide) it´s written: ´It is clear Proxies do not contain any information concerning materials, therefore it´s neccessary to isign one to them´

sounds nice! no problem with a simple tree and few textures on it!

but i´ve got a lot of models (eg. car models,...) with lot´s of shaders applied on each!

i don´t want to edit all the various materials to one multi/sub-material! (this would last weeks for hundrets of models!)

i know that i can ´export each selected object in a seperate file´ and after that i can group this objects!

but then i´ve got ´thousands´ of vraymesh-files in the folder i´d selected!

i just want to have one vraymesh-file for example for one car that i can place them with just one click on browse!

post-55223-1235042463_thumb.jpg

please help, i´ve to complete a very complex model tomorrow

thanks for your help

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the best way to solve problem is collapsing object in one editablepoly, so u can pick up multisubobject material directly with "pick material from object".

when u export this editablepoly to vraymesh, u have only a proxy in scene. drop multisubobject material to proxy and keep it as one-object max file (i.e "mycar.max").

when u need it, dont load as vray mesh, just MERGE from main mycar.max scene.

99.99% working.

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the best way to solve problem is collapsing object in one editablepoly, so u can pick up multisubobject material directly with "pick material from object".

when u export this editablepoly to vraymesh, u have only a proxy in scene. drop multisubobject material to proxy and keep it as one-object max file (i.e "mycar.max").

when u need it, dont load as vray mesh, just MERGE from main mycar.max scene.

99.99% working.

thanks a lot for your fast response!

i´ve tried to collapse my object in one editable poly!

but it didn´t work!

what´s the best way to collapse? (sounds strange to you i´ll think)

but i do whole moddeling outside of max, just do the whole rendering on max with vray!

thanks a lot

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once u've imported in max, work on model, convert to editable poly or editable mesh the 1st piece and in the end attach all in order to get 1 object

thanks a lot to you!

just did the step to attach the polys wrong,

first i´d selected all at one time and tried to attach...

now it works fine!

post-55223-1235048958_thumb.jpg

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