adehus wrote:j_petrucci wrote:I see from the news that the new material editor will support many new features and that's really great, but why it's not "clear"? there are some things still to be redefined or we are in the feature-freeze phase?

My guess is that we're in the 'give it to the users because we could really use some help with debugging' phase. Perhaps that's how NL becomes '100% sure' about functionality.
Nice to be wanted, I guess...

Adehus, the new material system if I understand it is about BSDF curves, a core and unlimited wrapping layers (coatings) that can have a thickness. This is great because most other render systems that can establish a material in this layer like form, do not have a system for thickness to be applied to that same structure.
The new material system gives a physical thickness to each and every coating that extends out from the core BSDF material. That BSDF material can be anything if I understand it - glass, metal, plastic, foam, water, cellophane, air, tomato juice, etc.
What happens from that point as it light penetrates through whatever coating and thickness can determine anything from nothing to full solidity basically SSS.
So in a system, the core determines the main attribute of the material and the coatings determine the secondary attributes and character with density.
The next kicker is that with Maxwell Render, the core BSDF can even be empty volume, i.e. air, while the coatings are visible. I even suspect that the core BSDF could even be a characteristic in some portion of our nonvisible light spectrum that can still
influence the coatings. So in a sense this system has a lot of space for extremely experimental, and scientific material creations that are all bound in by actual physical behavior of light.
The system of passes is almost a non issue at this point it just requires a lot more work than is expected. If you understand the concept of the pass, you can almost get Maxwell Render to render just that attribute, i.e. shadow pass, ambient occlusion, depth pass, specular pass, and so on through post-processing, and specific BSDF materials.