Lambert shader multiplying

Lambert shader multiplying

dersutton
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Lambert shader multiplying

dersutton
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Advocate

Hello to all.

 

I've posted this question in the past but sadly I did not hear from anybody so I'm trying one more time. 


Each time I apply a shader to my scene a new Lambert shader is created (as per attachment).  By the time I complete my scene with textures there are dozens of Lambert shaders in this list and I can't delete them nor do I know why they are being created.   I'm at a loss here so I hope somebody can please offer a solution as to why this is happening?


Thank you.

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Message 2 of 5

Christoph_Schaedl
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Mentor

Use the hypershade to find the geometry where those shaders are assigned. Assign a new material to those objects and delte the lambert shaders. Lambert1 cant be deleted its the fallback scene shader.

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Message 3 of 5

dersutton
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Hi
Thanks for replying. 

Sadly, there is only 1 Lambert shader and that is the default.   I've attached a screenshot to illustrate with my Hypershade.  

 

I've used Maya shaders as well as Renderman and the problem persists.   I've started fresh scenes and just tested with various shaders and the Lambert shader is the only one that just appears at will. 

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dersutton
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Accepted solution

Issue has been resolved.

Thank you.

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Message 5 of 5

jjbbqq
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Ah, I met this problem when using Renderman.

 

If you create a PxrSurface shader, Renderman will also create a lambert shader for your shading group. Lambert is connected to shading group's surface shader input, while PxrSurface is connected to Rman Surface input. Renderman did this so that lambert shader is used for your mesh when you are in viewport 2.0. And when you render in Renderman, the PxrSurface will be used. Seems like it's the industry standard, but I don't know.

 

If you save a scene with lambert created by Renderman and another normal lambert created by yourself. You can inspect the .ma scene and find that Renderman created the lambert node, but they didn't add it in the defaultShaderList1. So Maya didn't recognize the lambert as shader. I don't know why Renderman did this. However, if you want to delete the lambert shaders, I think you can do it in the outliner Uncheck Display > DAG Objects Only so that you can see the lambert nodes.

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