Mihai,
I like the interactive render region, no doubting that.
Mihai Iliuta wrote:Well think about it, what would you rather have when tweaking materials, a small shader ball that doesn't even relate to your scene lighting or the object you want to apply it to, or an interactive render region, which updates automatically as soon as you alter a materials parameter? No doubt for me which one I prefer.
I've pretty much answered this one, I'm not saying your going to have a %100 representation of the material, you just get a good idea, with out assigning materials. I'd like to have both
Mihai Iliuta wrote:
I noticed lots of users who come to XSI are very surprised it doesn't have shader balls. But why use that when you have a completely interactive render region?
I find the shader ball to be pretty fast, so when I'm making materials in the material editor I'll make a material before applying it to an object, this way I can make lots of materials that aren't assigned to anything yet with different settings. Then I can the assign the materials to the object and compare results and easily go back to the one that I liked.
Mihai Iliuta wrote:
Even with procedurals you have to check on your object because of scale issues. It might look good on that little ball, but on your object it might be huge. So what time have you gained?
Like I said if you can display the procedural in the viewport you don't have to render.
Mihai Iliuta wrote:
Shader balls for finding materials faster? What if you have several materials that share the same texture? No time gained there either. Much faster to either have a list of scene materials, or a scene explorer where you can select an object, and then hit a button that picks that objects material.
Sure you can do that if the material is assigned to an object.
Say you have a scene that has 20 odd materials, 5 objects are sharing the same red texture, you open up the scene library, you see 5 red shader balls, you have instantly narrowed it down to 5. Its like traffic lights there red and green not stop and go. Its visually faster.
I guess theres people that like the shaderball and people who don't.
cheers