Blog post: Material Editing Imporvements

General questions about Indigo, the scene format, rendering etc...
Post Reply
9 posts • Page 1 of 1
User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Blog post: Material Editing Imporvements

Post by fused » Mon Oct 10, 2011 6:09 am

This is the discussion thread for this blog post:

http://www.indigorenderer.com/content/m ... porvements

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Re: Blog post: Material Editing Imporvements

Post by zeitmeister » Mon Oct 10, 2011 8:21 pm

+1!!!
Cheers, David



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

User avatar
pixie
Indigo 100
Posts: 2281
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Blog post: Material Editing Imporvements

Post by pixie » Mon Oct 10, 2011 11:02 pm

fused wrote:This is the discussion thread for this blog post:

http://www.indigorenderer.com/content/m ... porvements
It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: Blog post: Material Editing Imporvements

Post by fused » Mon Oct 10, 2011 11:34 pm

pixie wrote:It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?
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? :)

User avatar
pixie
Indigo 100
Posts: 2281
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Re: Blog post: Material Editing Imporvements

Post by pixie » Tue Oct 11, 2011 12:22 am

fused wrote:
pixie wrote:It's seems nice, but what's the use of a check box on values that are mandatory such as 'exponent'?
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? :)
indeed, as in albedo one doesn't have a checkbox behind rgb values as they are assumed to have a value.

User avatar
dag
Posts: 189
Joined: Tue Feb 02, 2010 2:28 am

Re: Blog post: Material Editing Imporvements

Post by dag » Tue Oct 11, 2011 4:00 am

How about a different layout when in super-creative-material-mode?
More Property Editor, less other panels that take up 30% screen.

User avatar
solarray
1st Place Winner
Posts: 110
Joined: Mon Apr 20, 2009 3:22 am
Contact:

Re: Blog post: Material Editing Imporvements

Post by solarray » Wed Oct 12, 2011 9:16 am

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

User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: Blog post: Material Editing Imporvements

Post by Pibuz » Fri Oct 14, 2011 7:51 pm

I'm baffled about the IMPORVEMENTS! :lol:

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.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: Blog post: Material Editing Imporvements

Post by CTZn » Wed Oct 19, 2011 7:51 pm

solarray 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.
No big deal, just a matter of grouping blended materials 8)

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

Post Reply
9 posts • Page 1 of 1

Who is online

Users browsing this forum: No registered users and 2 guests