[Bf-cycles] Some suggestions for nodes' interface revision in PBR times

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Dec 21 16:46:12 CET 2017


Responding to the original email, I'm fine with small tweaks to make things
easier to use.

For color spaces I think we should make it more automatic without adding an
sRGB checkbox to save one click. We can try to add heuristics based on the
image filename and how the image texture is used in the node graph, though
neither are perfect it should be better than nothing.

For the typical PBR workflow I highly suggest to use the node wrangler
addon that is bundled with Blender. Integrating this natively into Blender
or enabling the addon by default might make sense.
https://gfycat.com/CarefulWelldocumentedEkaltadeta


On Sun, Dec 10, 2017 at 1:44 PM, Adriano Oliveira <adriano.ufrb at gmail.com>
wrote:

> Dears,
>
> I would like to suggest some reviews for IMAGE TEXTURE and NORMAL MAP
> nodes interface to help with PBR workflow.
>
> 1. COLOR SPACE. Today we need to open a drop down menu and pick color
> (sRGB) / non-color (linear). In a PBR workflow, most of textures should be
> linear (roughness, metallic, normal map, ambient occlusion etc) and only
> albedo/base color is usually a sRGB bitmap. Therefore, we need to perform 2
> clicks over the majority of textures we import... A better approach would
> be to have just a check box for "[  ] sRGB", like in Unreal. If it is
> checked (default), color space is gamma corrected, if it is not, it is
> linear. Believe me, when you have a scene with dozens of PBR material, this
> is a huge time saving.
>
> 2. RGB output slots [not as needed as above]. Now we have COLOR and ALPHA
> outputs from a Image Texture node. In PBR workflows it is very common to
> merge gray scale maps into the four channels of a RGBA texture. It would be
> nice to have as outputs COLOR, R, G, B and ALPHA, like in Unreal. [This can
> be done via Separate RGB, of course].
>
> 3. INVERT GREEN / Y in NORMAL MAP node. There are two standards today for
> normal maps: OpenGL (Blender) and DirectX. Most systems offers a check box
> to invert direction of the Y channel. Bake in Blender does, so it seems
> reasonable to have it in NM node also.
>
> Best regards,
>
> *Adriano A. Oliveira*
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> https://lists.blender.org/mailman/listinfo/bf-cycles
>
>
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