AJLynn Posted July 16, 2007 Share Posted July 16, 2007 I've got a scene, using mental ray 3.5 with Arch&Design materials and some Standards, and lots of them, inside multi/sub materials. It's an import of somebody else's model and I don't have the time to correct its issues and simplify it. The main problem is that the number of materials is killing the speed of the material editor, so anything I do in there takes forever to update, even if I use options like manual update and only update current. Anybody have any other methods of making this suck less? I can't clear the materials out of the editor because I need to be working on them... Link to comment Share on other sites More sharing options...
cferman Posted July 16, 2007 Share Posted July 16, 2007 I've had the same problems - definitely stemming for the A&D Materials Have you tried working on the materials one at a time - you don't necessarily "need" all of your materials in the editor at once. Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 16, 2007 Share Posted July 16, 2007 Are you using a Gradient Ramp in any of the materials? My ME has also slowed down quite noticeably when using the GR (usually in the opacity slot). Link to comment Share on other sites More sharing options...
cferman Posted July 16, 2007 Share Posted July 16, 2007 I wasn't using a gradient map, however, it was definitely related to the opacity map. I was using the opacity slot for 2d Tree planes. Works great to a certain extent due to the fact it would work with environment fog. Then when I tried to render - it looked like a 1970's disco party - there were different color specs all over the material. Link to comment Share on other sites More sharing options...
AJLynn Posted July 16, 2007 Author Share Posted July 16, 2007 I had fun on my last one killing color spots. Turns out I had some Architectural materials contaminating my model from an old context model. For the current issue - no opacity maps but I've got some A&D thin geometry glass. Maybe I can find a way to only have one material loaded at a time. I got the original modeler to reduce the number of materials too. Link to comment Share on other sites More sharing options...
Claudio Branch Posted July 16, 2007 Share Posted July 16, 2007 I'm sure that you know that you can just clear the slots and use the eyedropper to select an assigned material? ...I suppose with a large Multi Sub-object Mat it could still run slow though. I keep my ME pretty empty as habit now. Link to comment Share on other sites More sharing options...
cferman Posted July 16, 2007 Share Posted July 16, 2007 You just reminded of a original a&d problem I had. I had a scene where I had 2 different water levels - long story short I had one plane on top of another plane (about 5 feet difference in height). It was taking the scene about 20x longer to render. Likewise - when I am doing a building rendering, I will make sure that the windows are only 1-sided, no thickness Also - unless you have a LOT of time - turn your glossy samples down to about 3 or 4 (default 8). This will save a lot of time... Link to comment Share on other sites More sharing options...
Mechadus Posted July 16, 2007 Share Posted July 16, 2007 Though it doesnt work all the time, you might try setting your material editor to use a different renderer (scanline for instance). Your materials may not update correctly, but when working with opacity maps, or even just huge image maps it can speed up redraw quite a bit I also keep my material editor set to 3x2 slots - fewer materials to redraw means less time spent waiting on MAX Link to comment Share on other sites More sharing options...
Brian Smith Posted July 16, 2007 Share Posted July 16, 2007 I am about 99% sure it's because of the network paths specified in the material editor. If you want to fix it, try copying a blank material into each one of the sample slots so that it will not try to load the material from the non-existant network path. Also, if you are not online when you open the file, you might find it opens immediately once you establish a network connection. We had this problem a long time ago and it took forever to open the file and the material editor until we did what i suggest. Link to comment Share on other sites More sharing options...
AJLynn Posted July 16, 2007 Author Share Posted July 16, 2007 That's not it - the maps are on the local drive, but in the future I'll watch for that. Thanks. Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 16, 2007 Share Posted July 16, 2007 With the network paths is more about the search paths than what maps are loaded. If there are alot of search paths it can slow things alot. However I think this is a A&D thing. A&D are quite complex shaders so every time you load ME or update a parameter the shader is being recreated. Try only having the materials that you are directly working on loaded. JHV Link to comment Share on other sites More sharing options...
notamondayfan Posted July 17, 2007 Share Posted July 17, 2007 why dont you just reset the material editor, and simply select the material you need to adjust when you need to? Link to comment Share on other sites More sharing options...
AJLynn Posted July 17, 2007 Author Share Posted July 17, 2007 That's what I ended up doing - after I got the original modeler to cut down the number of materials being used to represent the same thing. Moral of the story: no agreeing to work on a file before checking it. Link to comment Share on other sites More sharing options...
Zdravko Barisic Posted August 1, 2007 Share Posted August 1, 2007 That's what I ended up doing - after I got the original modeler to cut down the number of materials being used to represent the same thing. Moral of the story: no agreeing to work on a file before checking it. I did not read it above, do you maybe use MAX 9 x64? Link to comment Share on other sites More sharing options...
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