ebh Posted February 25, 2011 Share Posted February 25, 2011 Hi All, I was wondering if it is possible to use the delayed load process for an object that has multiple materials. I have a tree that I have written out to disk (trunk and leaves together). That tree has a bark material and a leaves material applied to it. I append the delayed load node in the shader for both trees and leaves but then how do you apply it? The way I was taught was that you have an empty geometry node and apply the material in the materials tab but how would you separate out the groups of leaves and trees? The reason why I do not separate the leaves and tree into separate bgeos is because I need to copy the entire tree to points, and object merge does not like subnets. So if you have any thoughts as to how to use delayed load with an object that has multiple materials applied to it or if there's a way to get around the object merge and subnet issue, then I would greatly appreciate it. Thanks in advanced for your time and help! Quote Link to comment Share on other sites More sharing options...
anim Posted February 25, 2011 Share Posted February 25, 2011 use Mantra Archive ROP to save out bgeo and ifd for material then specify that ifd in Delayed Load/Material Archive Quote Link to comment Share on other sites More sharing options...
ebh Posted February 26, 2011 Author Share Posted February 26, 2011 Hey thanks! That works amazingly well and fast! One more question though, I have glass bulbs on the tree and the glass seems to lose its transparency when I bring it back in using the delayed load - you can't see through it anymore. Is there something I need to to do so that the glass does not lose it's transparency when I bring back? Thanks in advanced for your help and time! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.