Blog post: Material Editing Imporvements
Blog post: Material Editing Imporvements
This is the discussion thread for this blog post:
http://www.indigorenderer.com/content/m ... porvements
http://www.indigorenderer.com/content/m ... porvements
- zeitmeister
- Posts: 2010
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Re: Blog post: Material Editing Imporvements
+1!!!
Cheers, David
DAVIDGUDELIUS // 3D.PORTFOLIO
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Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64
- pixie
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Re: Blog post: Material Editing Imporvements
It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?fused wrote:This is the discussion thread for this blog post:
http://www.indigorenderer.com/content/m ... porvements
Re: Blog post: Material Editing Imporvements
They are disabled, so you can't uncheck them. I would say, they are for showing the user that that channel can't be turned off, but probably no checkbox at all would say that as well?pixie wrote:It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?

- pixie
- Posts: 2281
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Re: Blog post: Material Editing Imporvements
indeed, as in albedo one doesn't have a checkbox behind rgb values as they are assumed to have a value.fused wrote:They are disabled, so you can't uncheck them. I would say, they are for showing the user that that channel can't be turned off, but probably no checkbox at all would say that as well?pixie wrote:It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?
Re: Blog post: Material Editing Imporvements
How about a different layout when in super-creative-material-mode?
More Property Editor, less other panels that take up 30% screen.
More Property Editor, less other panels that take up 30% screen.
Re: Blog post: Material Editing Imporvements
Looks good so far but dag pointed in the right direction. In the old material editor (indigo 2.x) it was a lot better and clearer if you worked on a more complex material with two or three mix'es. You were able to see the complexibility and dependencies of the whole structure in one view. But at the moment you have to select each material in the scene window first to get a view of the mix structure. This is something I think should be improved.
Working on materials should be fun like with the old material editor
cheers
Working on materials should be fun like with the old material editor

cheers
Re: Blog post: Material Editing Imporvements
I'm baffled about the IMPORVEMENTS!
I want to point out that if you use a phong mat the "exponent" string is grey, though it's obviously changeable.
A little thing that must be corrected.

I want to point out that if you use a phong mat the "exponent" string is grey, though it's obviously changeable.
A little thing that must be corrected.
Re: Blog post: Material Editing Imporvements
No big deal, just a matter of grouping blended materialssolarray wrote:Looks good so far but dag pointed in the right direction. In the old material editor (indigo 2.x) it was a lot better and clearer if you worked on a more complex material with two or three mix'es. You were able to see the complexibility and dependencies of the whole structure in one view. But at the moment you have to select each material in the scene window first to get a view of the mix structure. This is something I think should be improved.

Hey fused, I'm a bit annoyed by the transparent parameter of the specular material now that I'm fiddling with MtI's UI. Would it make sense if this parameter belonged to the basic medium type ?
I am implementing it this way I think.
edit: that did not make sense. At all

obsolete asset
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