Why not just actually make a node group and add it into official blender?...<br><br><div class="gmail_quote">On 30 March 2012 18:58, Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be">brechtvanlommel@pandora.be</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div>I agree there should be a "ubershader" that contains many options and is similar to Blender Internal materials, but I haven't gotten to implementing this yet. It would indeed be convenient to quickly set up material. For now it's also possible to create a node group that does something like this.</div>
<span class="HOEnZb"><font color="#888888">
<div><br></div></font></span><div><span class="HOEnZb"><font color="#888888">Brecht.<br></font></span><div><br><div class="gmail_quote"><div><div class="h5">On Wed, Mar 28, 2012 at 11:05 PM, Christophe Leyder <span dir="ltr"><<a href="mailto:shotalot@gmail.com" target="_blank">shotalot@gmail.com</a>></span> wrote:<br>
</div></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div class="h5">
<div><span><font face="Arial">Hey
Brecht,</font></span></div>
<div> </div>
<div><span><font face="Arial">Im really loving how
Cycles is coming along, but I have a slight concern about the direction the
shading workflow is taking.</font></span></div>
<div> </div>
<div><span><font face="Arial">Currently, in the
materials tab, the shaders presented with Cycles feel very "technical" and
un-artist friendly, let me explain why:</font></span></div>
<div> </div>
<div><span><font face="Arial">"Glossy BSDF",
"Transparent BSDF", "Transcusent BSDF", "Diffuse BSDF" to me as an artist should
be parts of a shader, not individual shaders. </font></span></div>
<div><span><font face="Arial">To elaborate, from
using a whole lot of other engines these past few years, the one thing they have
in common is they have unification. Unfication in Blender in general is
seriously lacking, and I would hate to see Cycles go even further down that
road. My suggestion is:</font></span></div>
<div> </div>
<div><span><font face="Arial">Have a "basic"
shader with the current "shaders" combined, (I really dont know the maths and
stuff behind this though). </font></span><span><font face="Arial">Rather have the current scattered system as inputs in the
nodes system, because by all means, they WILL be usefull there, if someone wants
to use them individually, they can plug them straight into the material output.
</font></span><span><font face="Arial">To add, in
my experience, a Mix shader shouldnt be a "shader" at all, rather a function in
the node tree. eg. Changing the colour of a texture, or placing a decal on a
shader; and of course what it does now, mixing shaders.</font></span></div>
<div> </div>
<div><span><font face="Arial">Or to be even safer,
just add the "basic" shader to the materials list thats already there, and leave
the shaders that are there as is.</font></span></div>
<div> </div>
<div><span><font face="Arial">Just my 2 cents from
an artists standpoint! :)</font></span></div>
<div> </div>
<div><span><font face="Arial">Thanks</font></span></div><span><font color="#888888"><br clear="all"><br>-- <br><div align="left"><font face="Calibri"><b><i>Christophe
Leyder</i></b></font></div>
<div align="left"><font face="Calibri"><b><i>3D
Artist\Animator</i></b></font></div>
<div align="left"><font face="Calibri"><b><i><img width="96" height="37"></i></b></font></div>
<div align="left"><font face="Arial"><a title="blocked::http://www.luma.co.za/" href="http://www.luma.co.za/" target="_blank">www.luma.co.za</a></font></div><br><br>
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