Delayed Load Procedural and multiple shaders

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I'm caching out a ton of copy-stamped geometry, and reading that into my lighting file for camera set up and rendering. The problem is that the shop_materialpath attribute in the cached files won't allow me to change or override materials at that stage. I want to keep the attribute because I'm assigning multiple materials, but I'd also like to build additional passes with alternate materials on the same cache file. I can delete the shop_materialpath but then I would need to cache geometry again in order to render with delayed load. Not very efficient. Am I going about this the wrong way? any tips are appreciated.
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