polynurb wrote:i think eric meant that one can drag a texture from the bsdf slot directly into
Nice tip - thanks Eric.
I think a more interactive relationship between Photoshop and Maxwell is a cool concept, but I would still prefer better bitmap controls within Maxwell. The reason: less confusing, IMO, and more efficient to have one map that gets slightly manipulated right at the point those changes are needed (in any given map slot etc.) rather than having 4-5 full versions of the map.
The primary issue with the external change approach is that once you have diverged into multiple streams then any *global* change needed to the map has to be done X the number of versions. It's all well and good if the core map doesn't have to change - but in my world there are Art Directors and *everything* changes, all the time, wherever you find those.
The key things with having the system integral to Maxwell is simplicity, speed, *and* flexibility. I think that is already well recognized since we do have some basic image manipulation tools already, it's really just a question of making those more powerful so they are not such blunt instruments for what is usually a very fine-tuned kind of task.
Anyway, you can argue that this functionality isn't really needed in Maxwell per se, but the need for these tools is well established and evidenced by how common those kind of controls are in native 3D apps. Since Maxwell precludes using the native tools for this in programs like Max, then it makes Maxwell that much harder to use and more limited in it's scope. Having them there just makes Maxwell that much more production friendly and powerful than it already is.
I get do get that Photoshop type stuff will always be needed for many things still though.