Base OpenGL color not passed with Universal node.
Moderator: juanjgon
- pixelsmack
- Posts: 112
- Joined: Wed Jun 11, 2014 6:31 pm
One nice thing about the older nodes, Diffuse, Glossy, Specular, etc, is when you chose a color for diffuse, it is passed to OpenGL. It's a simple thing but does help identify things in Layout faster. The Universal Material does not seem to do this.
Hi,
The Universal material also has this feature, but the problem can be that the OGL viewports are only refreshed after an IPR rendering, or if you move the timeline. I'll check if the automatic OGL updating can be done automatically.
Thanks,
-Juanjo
The Universal material also has this feature, but the problem can be that the OGL viewports are only refreshed after an IPR rendering, or if you move the timeline. I'll check if the automatic OGL updating can be done automatically.
Thanks,
-Juanjo