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Re: Proxy node

Posted: Thu Oct 27, 2011 8:15 am
by t_3
gah5118 wrote:defidently cant wait for direct integration.... but in argument to using material macro, i do a lot of sharing parts of materials between others. when a macro is used (at least to my knowledge) you have to go inside of the macro which isolates it from using elements from other parts without having to save out and reimport. this would take a lot of time and is aggravating.

it would be nice to see a new "in-between" aka proxy node. again this isnt just for the materials them selves, it could be used for variables or anything to quickly link inputs/outputs. free ice cream for everyone! as far as no one way to approach the interface, true... this just adds to the flexibility and possibilities.
you are right with this one. i personally think that the integrated plugins will solve a lot of workflow/task related problems. i also think that any effort in this area should beter go into such plugins in first place, because a separated render engine, which needs its own material ecosystem, will always be 2nd best in terms of workflow. and i'm pretty sure, that maya is on top of the list of applications which will get this integration...

Re: Proxy node

Posted: Thu Oct 27, 2011 7:29 pm
by gah5118
absolutely. on a completely off subject matter... anyone jumping on BF3 (pc)? www.planbgamers.com come in and join us/have some fun when not rendering