MistyLaraCarrara opened this issue on Jan 22, 2013 · 259 posts
moogal posted Wed, 06 February 2013 at 2:49 PM
Quote -
The only thing you need in the newer material rooms is the diffuse texture.
All the rest from Specular over Blinn, to Bump and Displacement can be build inside the math room, as some of us have been showing over and over again.
That sort of seems like the problem right there. Do away with those nodes and you force users to string together more complex shaders. Keep the nodes and you present users with a daunting array of unclear choices.
The room works as it is. Most people just don't know where to begin assembling a desired shader.
Simplifying it to keep it in line with the rest of the program makes sense. My suggestion would be to allow materials be built piecemeal from the library. Where we now have compound materials that may be modified, it would be nice to be able to store colour, lighting, bump/displacement/transparency etc. separately in the library. Then a user could pick a colour in the picker, choose if the material is a plastic or metal etc., pick from slight bump to heavy displacement, then choose the type of reflection etc. I think what most users want is less visual clutter and to be insulated from complex math heavy noodles. Being able to show/hide, copy/paste and move groups of nodes simultaneously would also be an improvement.