Location - it is located here -> R:\02_ASSETS\0001_MODELS\00_DATABASE MANAGEMENT SYSTEM\00_TEMPLATE_FOLDER_SHADERS. Usually the folder for every task is created by the modeling producer and it is filled in the model path section in the Shader task (blue link). The naming convention is <CLIENT_NAME>_<SHADER_NAME>. The naming is always in capital letters with no special symbols (%,&,/,\,@ etc.) and no spacing (replaced with <_>). The naming is the same as ftrack task. The shader folders are saved in R:\02_ASSETS\0001_MODELS\00_DATABASE MANAGEMENT SYSTEM\database - material - client\<CLIENT>
Shader name - (inside 3ds max) should be the same as the folder name- <CLIENT>_<SHADER_NAME>. The shader name is taken from ftrack task.
OrganisationÂ
_OLD - old, temp files and drafts
MAPS - all the bitmaps used by this shader. The naming conventions are:
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_Albedo_srgb.jpg
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_Gloss_lin_srgb.jpg
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_IOR_lin_srgb.jpg
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_AO_lin_srgb.jpg
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_Normal_lin_srgb.exr
<CLIENT_NAME>_<SHADER_NAME>_<SIZE>_cm_DIsplacement_<displacement_amount>_cm_lin_srgb.exr
3. PSD_ART_ENGINE_FILES - subfolder of MAPS. All the PSD and Artengine files live here.
4. REFERENCES - copy of all the references provided in the brief - CC files, videos and other
5. .mat - should have the same naming convention as the folder. Only one .mat file should be present in the folder.
6. <CLIENT>_<SHADER_NAME>_Render_* - the naming convertion of the the render previews