- Tue Oct 26, 2010 3:07 am
#332100
Hi,
After several month working with MW and after several productions jobs, i think it's time to share a little wish list:
-better support of render region in the plugin.. the maya one for me.. without flushing the background of an preview render image.
-introduce a priority by emitter for the light distribution. When I do a scene with several type of emitter and an environment lighting, a little tiny LED in the scene take as power as the sun to render. So you must have big SL to clear the image with lot of power calculation lost.
-introduce material exception for particular case like the water for example where astronomical SL is needed to combine reflection, refraction and caustic where it's so easy to have it one by one. A real compositing approach would be a good start to improve possibility. May be the possibility to do user defined channel where it would by possible to write the result of a particular layer calculation of a material.
-introduce procedurals map components for materials cause the UV map approach is sometime not possible for really big projects.
By procedural, I mean a fractal 3d noise to introduce variations, a hue parameter to easily multiply variation of a material without having to change the texture map, a basic ambient occlusion mask (a dirt map by the way) to be able to change a material property in the closed angle, the inverse of this last one to be able for example to wear out a painted surface on the sharp edges and so on.
The possibility to combine all of that would by a killer function, really.
-introduce a normal camera or world channel. I really miss this one, not to relight like in the compositing world but to be able to select the area i need in photoshop like i do with the material or object channel.
I think it's enough for now.
Keep going the good jobs guys...
Cheer
After several month working with MW and after several productions jobs, i think it's time to share a little wish list:
-better support of render region in the plugin.. the maya one for me.. without flushing the background of an preview render image.
-introduce a priority by emitter for the light distribution. When I do a scene with several type of emitter and an environment lighting, a little tiny LED in the scene take as power as the sun to render. So you must have big SL to clear the image with lot of power calculation lost.
-introduce material exception for particular case like the water for example where astronomical SL is needed to combine reflection, refraction and caustic where it's so easy to have it one by one. A real compositing approach would be a good start to improve possibility. May be the possibility to do user defined channel where it would by possible to write the result of a particular layer calculation of a material.
-introduce procedurals map components for materials cause the UV map approach is sometime not possible for really big projects.
By procedural, I mean a fractal 3d noise to introduce variations, a hue parameter to easily multiply variation of a material without having to change the texture map, a basic ambient occlusion mask (a dirt map by the way) to be able to change a material property in the closed angle, the inverse of this last one to be able for example to wear out a painted surface on the sharp edges and so on.
The possibility to combine all of that would by a killer function, really.
-introduce a normal camera or world channel. I really miss this one, not to relight like in the compositing world but to be able to select the area i need in photoshop like i do with the material or object channel.
I think it's enough for now.
Keep going the good jobs guys...
Cheer

- By Jochen Haug