Sounds really ideal, sort of "mini render" per material..cyberjuls wrote:render region to the icon for the material, that's really usefull, because then you're looking what you have already done.
I find shader balls are good for tweaking materials like falloffs or incident shaders, I can get a good idea of what they will look like rendered.jep wrote:Duncan,
I agree some kind of visual representation is good - maybe the classic "shader ball' is not the most desireable but I do think a visual idea of the shaders you're using is very helpful.
I've played with this in XSI and its annoying to set up everytime.cyberjuls wrote: wrote:
render region to the icon for the material, that's really usefull, because then you're looking what you have already done.
Sounds really ideal, sort of "mini render" per material..
Yep just just put custom in the illuminante boxanyone know if we are gonna be able to change emitter material colours in the next release or will that be in the standalone?
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 bothMihai 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 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: 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?
Like I said if you can display the procedural in the viewport you don't have to render.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?
Sure you can do that if the material is assigned to an object.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.
I've noticed that "export all" creates l[…]
hmmm can you elaborate a bit about the the use of […]