QUOTE(Joojaa @ 05/16/08, 01:13 AM) [snapback]285677[/snapback]
Well the problem is that you think the SHADER does something. The actual key is shading group here. Its the one that is the boss not the other way around. Al tough it's in general hidden from view.
But yes you can get this if you wish its not hard to do at all if you pm me later today to remind me of this post i will take a looksee at home.
In general there should be just one shader per shading's. Rest of the shaders in one network should be thought of as textures of tht one shader. And shader that never output any direct connectiob should probably be omitted form shading group connections totally (and the global shader list).
PS: Please note! if you delete the shading group of a shader it will stop being assignable to objects. And act like texture.
believe me, I know the shader group is what really matters, not the shader. I've been plugging in shaders into shader groups to assign my newest final shader to replace my temporary shaders. It's always worked just fine and in heavy scenes was MUCH quicker than right clicking to select the objects in that shader group then assigning it the new shader. That and working that way gives me the ability to use the same shader but different displacement maps for different shader groups instead of having duplicate shaders. bogging down my hypershade for each displacement map
I'd like the flexibility to grab multiple shader groups and combine them into one or be able to select the objects/selection from specific shader groups, not just the default one. I wouldn't think it'd take much time for autodesk to impliment
I should have worked in a cleaner way to prevent multiple shader groups from happening, but I'd like to have a way to quickly clean up the mess and simplify it all because right now a lot of my old files have 5-20 shader groups per shader.
I could probably clean it up in 20 minutes per scene getting everything down to just 1 shader group per shader plugging in a temporary material, waiting for maya to make the selection for each isolated shader group, then assigning it the final shader that's connected to the final single shader group etc, but there's no way I'm going to do that for every single old file I open up.