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I'm trying to figure out a workflow for having global material overrides on a per pass (render ROP) basis without (obviously) having to manually apply a shader to multiple objects. For example, say I've got my normal beauty pass and it's settings in one ROP and then I wanted a pass where the environment objects had a reflective material on it, but the character didn't.
Idea, too is that I'd be able to submit multiple ROPs to a render farm without manually having to change materials and submit passes one at a time, but I think you get my drift.
That's just a random scenario, so don't think too hard about why I used that one for my example, lol.
Can't find anything about it in regards to Renderman (which doesn't support material style sheets, btw).
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