logistic issue - texture variations at rendertime
Ahoi everyone,
I have a huge task to tackle within the next weeks and need some creative input from you. My next project is about to render 80-something objects, and each of them with 260-something different textures applied. (20-30k renderings in the end...) My logistic setup would be to create a render layer system for the objects and when submitting to our renderfarm all different textures will be auto-connected once and be rendered.
Now I am already experienced with mental ray renderflags and I also have a little knowledge of mel. Questions:
Can I attach a mel script to my scene file which is then called at rendertime?
Is it better to create 260 shaders or just one (since I only need one shader) and connect all 260 textures at render time?
Is this even possible?
thanks in advance for input!
Falott
everything starts and ends in the right place at the right time.