MaterialX Fetch / Bind

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Hello!
Is there any way to create different MaterialX builders for different base materials (surface shaders), and then be able to bring them into another material builder to mix them?

So that we can organize different shaders in subnetworks but still be able to reuse them fetching them in another networks.

It would also work maybe if we could reference inside vops a usd material that is already in the stage.

Thanks!

- Carlos
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