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Global VIEWPORT material override?
show user profile  IllusionSector
Hi, folks. I was trying to streamline my workflow by increasing real-time performance and found that Direct X accelerated shaders actually offer better viewpoint frame rates than, say, flat shading (even). The problem is that I can't simply assign a single material to all objects in the scene, I need to be able to switch between that global fast mat and the actual production mats instantly on demand - just as you would change viewport shading mode. Of course, it wouldn't necessarily need to be accessed thought the same menu (although it'd be great) but, in effect, it would have to do the same. I've searched all the familiar places for a plug-in or script solution but couldn't find anything. Thoughts? Thanks :)

read 726 times
11/12/2011 11:10:48 PM (last edit: 11/12/2011 11:10:48 PM)
show user profile  mrgrotey
The closest thing I can think of is going to the display panel and choose object colour instead of material colour and give all the objects the same object colour. All objects will then render with their materials and be seen in the viewport with a fast fps

read 721 times
11/12/2011 11:39:58 PM (last edit: 11/12/2011 11:40:26 PM)
show user profile  IllusionSector
Thanks for the reply Mr. Grotey. What setting to object color mode does is it changes all to simple standard material shading mode, which is not hardware accelerated. The materials that I'm trying to switch FROM are actually faster than that. I need for that global material to be a DirectX shader. Initially, the concept of a script that would loop though scene objects while pushing their current materials into an array, assigning that specified mat globally, then, restoring their original materials from that array when you switch back, seemed like a good idea. However,that would be too fragile as it'd heavily rely on object names, which sometimes change during the course of the work. PS. I should mention that this is Max 2KX I'm working in.

read 717 times
11/12/2011 11:55:26 PM (last edit: 11/12/2011 11:56:27 PM)
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