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Author Topic: Forest Change object's materials ID's  (Read 1708 times)


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Forest Change object's materials ID's
« on: June 28, 2016, 03:05:16 PM »
Hello !

Here's my setup :

- create a teapot for 4 materials IDs
- add a multi sub with 4 standard differents colors
- create a forest and add your teapot
==> It works, the shader on forest object are fine, the ID are corrects

- now apply a shell material, with the multisub in it (we use it to have a fast/pretty viewport shader & a huge rendering shader)
- delete & re create a simple forest
- now all the object in forest have the 1st ID of the multisub, because of the auto creation of a forest material

Is it possible to disable this feature ? (even with script only methods)
Why can't we just have the shader in the geometry list slot rendering ? the shader is not updated when xrefed.
why changing the model ID's ?
We are using Shell (for viewport / render) of Xref (for updating material on mass items) of multisub and looks like we are stuck by the auto creation of a FP multi sub shader...



Michal Karmazín

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Re: Forest Change object's materials ID's
« Reply #1 on: June 28, 2016, 04:54:52 PM »

Well, to handle multiple objects with different materials (and those can be Multi/Sub-Object materials as well) Forest have to create a Multi/Sub-Object with all materials defined in the Geometry list.

In case of this uncommon scenario - having a Multi/Sub-Object material inside of the Shell material this is not consolidated properly. An possible option would be to turn off the "Consolidate Materials" feature and assign manually such material - just take in mind, that in case of using more than one item you'll have to prepare such material that'll correspond to all IDs.

Hope that helps a bit.

Best regards,