1) Make the scene usable for displaced materials
2) Make the scene usable for emitting materials
3) Use MLT for the preview scene or automatically switch to MLT if the material contains a medium.
4) Remove or fix the bubbles (only mildly useful for about 5% of all materials, plus, they can ruin a displaced material preview). The SSS bar should fulfill the purpose of the bubbles. It could be that the bubbles are just modelled wrong. IMO, they should be modelled using an 'air' material with precedence of 2. I think they are actually modelled as part of the preview sphere mesh (and material) which is wrong.
5) Fix the preview model scale issues! I finally figured out (I know I'm a bit slow...
Code: Select all
<model>
<pos>-0.007315 -0.024274 0.152628</pos>
<scale>1.0</scale>
<rotation>
<matrix>
0.010986 0.000000 0.000000 0.000000 0.010986 0.000000 0.000000 0.000000 0.010986
</matrix> </rotation>
<mesh_name>preview_base</mesh_name>
</model>6 )Improve the preview base mesh if possible or create a entirely new base. The UV mapping is kind of wavy and the mesh seems to be quite messy (does not subdivide well. Render a material with random triangle colors and you'll see what I mean by messy).
7) The whole scene just lacks something. Maybe it's the lighting or the environment. If you look at Maxwell's scene, it just looks better somehow, and I don't think it's due to the rendering engine.
I would do these changes myself but the preview scene is only in Blender and IGS format and I don't know Blender. Ono and Ben are quite busy at the moment. Is there anyone in the community who wants to take on these tasks?


