nested shaderX

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Hi,

I have a car model with many sub-meshes (e.g., lights, wheels). I want to assign a shader to each sub-mesh. My current solution is to create a "Material Library" node and add a MaterialX Shader Builder node for each sub-mesh.

Question: Is it possible to group all the car's MaterialX shaders into a subnet, like this:

Material Library -> Car_Shaders (Subnet) ->
Windows (MaterialX)
Lights (MaterialX)
...
This way, the Material Library node won’t be cluttered with many shaders specific to the car.

PS: Attached image/hip file do not work! Just showing what I want to do...


Edited by catchyid - Jan. 20, 2025 23:37:26

Attachments:
image.png (630.4 KB)
nested_shaders.hiplc (159.3 KB)

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You can use your Material Library just for car materials and create another for other shaders

That way you dont have to dive 2 levels deep
Tomas Slancik
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Framestore, NY
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tamte
My current solution is to create a "Material Library" node and add a MaterialX Shader Builder node for each sub-mesh.
Or if you want to have two levels deep, then you should be able to put down a subnet inside the LOP, and put the material builders inside it. Then point to them in the LOP's parameters to create USD materials.
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