[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
>
>
_______________________________________________
Bf-cycles mailing list
Bf-cycles at blender.org
http://lists.blender.org/mailman/listinfo/bf-cycles
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-cycles/attachments/20120401/89ea1a4e/attachment.htm
More information about the Bf-cycles
mailing list