Assemblies vs. Proxies vs. Instances Cities will require multiple shaders assigned to each building, and the ability to vary the shaders somewhat on each as well. From what I’ve gathered so far, only assemblies will allow multiple shaders on proxied geo, but they are by and away the slowest process. I’m still researching, but anyone have any thoughts about this?
If you are using Maya 2012 you can use the User Data shaders to alter the shader assignment parameters on instances, etc from one shader node and a script.



