- Mon Jun 29, 2015 1:03 pm
#387290
This is the feedback I gave to the great idea from Mihai to revamp the old or dead MXM gallery within Maxwell's resources website. Please go there and help us out with your thoughts and wishes 
""I know most of us will ask for types of materials, making it easy to swap a few textures and values in order to have a totally different material within the same type.
For me what is really important is to make it organized and easy to use, so my concerns are about material categories:
1 – Speed: Very Fast/Fast/Slow/Very Slow, related to the SL achieved over time (Simball scene or other).
2 – Quality: High/Medium/Low, about textures and its pixels and overall image quality.
3 – Type: basically what we have in v3 but we either base it on “visibility” (opaque, transparent, translucent…) or “real materials” (AGS, car paint, hair, metal…), not both! Is metal always opaque? A grid fence makes is a metal type or an opaque type? My suggestion is to base it on “real materials”, their core, what they are made of.
4 – Size: Undefined/S/M/L/XL, “real materials” are represented by its size. An untextured material will always be undefined but others should have real measurements. Some materials require large textures to avoid the repetitive look.
5 – Age: New/Used/Old, the effect of time over a “real material”. It is based on how textures look and what we do with masks.
When we want to render a particular scene with a particular perspective we have close and far materials. Materials that should be great in quality, other in speed… Some types of materials should be old, others completely new! To achieve this just pick from drop down lists that will channel your choosing. (1,2,3,4)…
Pick its speed, then its quality, then its type, its size and at last its age… This could make it a bit complex but that’s what I have been wishing all along. Just tagging the materials with these categories would also be nice
Mihai, what can I say? Cheers up and a big thanks!!""
in: http://www.maxwellzone.com/material-suggestions/

""I know most of us will ask for types of materials, making it easy to swap a few textures and values in order to have a totally different material within the same type.
For me what is really important is to make it organized and easy to use, so my concerns are about material categories:
1 – Speed: Very Fast/Fast/Slow/Very Slow, related to the SL achieved over time (Simball scene or other).
2 – Quality: High/Medium/Low, about textures and its pixels and overall image quality.
3 – Type: basically what we have in v3 but we either base it on “visibility” (opaque, transparent, translucent…) or “real materials” (AGS, car paint, hair, metal…), not both! Is metal always opaque? A grid fence makes is a metal type or an opaque type? My suggestion is to base it on “real materials”, their core, what they are made of.
4 – Size: Undefined/S/M/L/XL, “real materials” are represented by its size. An untextured material will always be undefined but others should have real measurements. Some materials require large textures to avoid the repetitive look.
5 – Age: New/Used/Old, the effect of time over a “real material”. It is based on how textures look and what we do with masks.
When we want to render a particular scene with a particular perspective we have close and far materials. Materials that should be great in quality, other in speed… Some types of materials should be old, others completely new! To achieve this just pick from drop down lists that will channel your choosing. (1,2,3,4)…
Pick its speed, then its quality, then its type, its size and at last its age… This could make it a bit complex but that’s what I have been wishing all along. Just tagging the materials with these categories would also be nice

Mihai, what can I say? Cheers up and a big thanks!!""
in: http://www.maxwellzone.com/material-suggestions/