[Bf-funboard] Automatic Shader set-ups
Knapp
magick.crow at gmail.com
Mon Feb 16 22:09:46 CET 2015
On Mon, Feb 16, 2015 at 7:23 PM, Jason van Gumster <
jason at handturkeystudios.com> wrote:
>
> Knapp <magick.crow at gmail.com> wrote:
>
> > On Fri, Feb 13, 2015 at 4:12 PM, Jason van Gumster <
> > jason at handturkeystudios.com> wrote:
> >
> > >
> > > Knapp <magick.crow at gmail.com> wrote:
> > >
> > > > I have thought about just that but in this case I still think that
> when
> > > we
> > > > add a mix node it should not default to none, none.
> > >
> > > While I'm all for good general presets, I'm personally not a fan of
> that
> > > idea
> > > because that's not how I (and a number of other people I'm sure) use
> the
> > > Mix
> > > Shader node. Mixing Diffuse and Gloss does happen, of course, but I
> find
> > > myself
> > > mixing with a Transparent shader quite a bit... probably more often.
> If I
> > > had
> > > to delete unwanted Diffuse and Gloss nodes each time I add a Mix, I'd
> be
> > > pretty
> > > unhappy. I chose "Mix Shader" from the Add menu... not "Mix Shader and
> > > Other
> > > Stuff". That's what a group node is for.
> > >
> > > -Jason
> > >
> >
> > I hear you and that is also why I asked. On the other hand, you still
> need
> > to change it from none to something so why not from something to
> something
> > else? What do you normally model?
> >
> Because when I work with Cycles materials, I'm typically doing it from the
> node
> editor... and one of the nodes I want to mix is typically already there.
> So the
> workflow are the following steps:
>
> 1. Add Mix Shader node, drag it to the noodle after an existing shader
> for an auto-connect
> 2. Add another shader node (transparent, gloss, etc.)
> 3. Connect that to the remaining input on the Mix channel
>
> Compare this to what would need to be done if the Mix Shader node always
> came
> with Diffuse and Glossy already connected:
>
> 1. Add Mix Shader node
> 2. Select extraneous Diffuse and Glossy nodes
> 3. Delete extraneous Diffuse and Glossy nodes
> 4. Drag Mix Shader node to a noodle after an existing shader for an auto
> connect
> 5. Add another shader node (transparent, gloss, etc.)
> 6. Connect that to the remaining input of the Mix channel
>
> So not only is having those additional shaders connected violating user
> expectation (Add > Mix Shader means "add mix shader" not "add mix shader
> and
> other stuff"), but it's also slower.
>
> -Jason
>
I guess it might be like that for you. I add a mix node at the properties
window/area and then it comes up with none none. I then have to go down and
find my two normal nodes out of the randomized list (they are working on
that problem). So this means that I ALWAYS have to change it but with the
other way it world often be how I wanted it.
I can see how it would be a bad idea for your work flow but a good one for
mine.
--
Douglas E Knapp
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