[Bf-cycles] Re : A Single "Cycles" Shader

Tycho Tatitscheff tatitscheff_tycho at yahoo.fr
Sun Apr 1 14:26:39 CEST 2012


To my mind, I would have thought about something like that in a panel and instead of the name, the shader name (glossyBRDF) would stand in the right place. You would although specify the mix value in the schema ....
Then the detailed shader would follow, classified by the type of shader (glossy, specular ....)

 


________________________________
 De : Brecht Van Lommel <brechtvanlommel at pandora.be>
À : bf-cycles at blender.org 
Envoyé le : Vendredi 30 mars 2012 17h58
Objet : Re: [Bf-cycles] A Single "Cycles" Shader
 

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.

Brecht.



On Wed, Mar 28, 2012 at 11:05 PM, Christophe Leyder <shotalot at gmail.com> wrote:

Hey 
Brecht,
> 
>Im really loving how 
Cycles is coming along, but I have a slight concern about the direction the 
shading workflow is taking.
> 
>Currently, in the 
materials tab, the shaders presented with Cycles feel very "technical" and 
un-artist friendly, let me explain why:
> 
>"Glossy BSDF", 
"Transparent BSDF", "Transcusent BSDF", "Diffuse BSDF" to me as an artist should 
be parts of a shader, not individual shaders. 
>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:
> 
>Have a "basic" 
shader with the current "shaders" combined, (I really dont know the maths and 
stuff behind this though). 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. 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.
> 
>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.
> 
>Just my 2 cents from 
an artists standpoint! :)
> 
>Thanks
>
>-- 
>
>Christophe 
Leyder
>3D 
Artist\Animator
>www.luma.co.za
>
>
>_______________________________________________
>Bf-cycles mailing list
>Bf-cycles at blender.org
>http://lists.blender.org/mailman/listinfo/bf-cycles
>
>

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