I bet you encountered that bug before, like all the others maya players around. I'm talking about the render layer bug, you now, you switch to some other layer and got some messages saying that maya couldn't create a connection to a shading engines foo attribute at index [-1], yeeahh :) this one I'm talking about... So here is the solution
The bad thing about it is, they just didn't fix the real problem, it is a workaround...
The bad thing about it is, they just didn't fix the real problem, it is a workaround...
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This is especially true for per face assignment of materials.
I wrote a script that converts per face shaders to layered shaders which work with mentalRay vertex colors. The VertexColor sets are generated from the per face assignemnt of the shaders.
I am not sure how stable this works but it saved me on a shot at my graduation work. The benifit is that VertexColors work then on one shader and the layers can manage this.
This solution is tied to mental ray though. And it got kind of complicated because mental ray was not smart enough to render the subshaders with specific specular on one shader. And further more Maya had a bug in 2009 with VertexColor rendering which I realized after I wrote the workaround script. The service pack fixed it though. Still I lost my trust in Renderlayers. And once you look a the hypergraph you see what a mess the implementation is. It simply is not smart enough to reconnect the sets correctly if you start changing shader assignment on different layers.
The past is gone and static. Nothing we can do will change it.scarlet blade gold, the future is before us and dynamic. Everything we do will affect it rs gold, You laugh at mescarlet blade gold for being different , but I laugh at you for being the same.