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Node-based internal architecture of MXM
Posted: Mon Apr 13, 2015 5:05 pm
by ababak
Introducing the internal node-based architecture will allow future node support in compatible plugins. In the beginning the plugins should just silently translate the exisiting material setup to internal node-based format but as this evolves it will be possible to build material node chains in compatible applications (Maya, Blender, etc.).
The possibilities are endless — from reusing file texture nodes or color slots in different BSDFs to building complicated procedural textures or making an easy mix of different materials.
What do you think?
Re: Node-based internal architecture of MXM
Posted: Tue Apr 14, 2015 7:20 am
by Hervé
I don't like Node based things... this is why I stopped using Realflow.. hehe
but don't worry about me, I am old.. so yes the future might be in that direction..
Re: Node-based internal architecture of MXM
Posted: Sun Apr 19, 2015 1:43 pm
by ababak
Hervé wrote:I don't like Node based things... this is why I stopped using Realflow.. hehe
but don't worry about me, I am old.. so yes the future might be in that direction..
The way it's done in Blender seems pretty though out. You have the basic control just using the property sheets, if you don't want to get under the hood.
If Maxwell's internal architecture would use nodes, the same could be done in all plugins. Current interface is preserved but plugins get the ability to translate native (under-the-hood) node graphs right into Maxwell's ones. Hope this makes sense.
Re: Node-based internal architecture of MXM
Posted: Sun Apr 19, 2015 5:44 pm
by sirdan
Would that fix the kind of crippled node workflow for the Max Slate Editor in the near future?
In general nodes are more suiteable for my way of working with complex hierarchies.
Re: Node-based internal architecture of MXM
Posted: Mon Apr 20, 2015 12:24 am
by seghier
what i hate in octane and the new versions of 3dsmax is nodes
but i hope maxell have feature to mix different materials and create more complex procedurals textures ; so nodes in maxwell material editor will be good but not in studio
Re: Node-based internal architecture of MXM
Posted: Thu Aug 06, 2015 8:16 am
by jfrancis
"Substances?"