Open hexabits opened 8 months ago
In regards to:
Doing a quick test yesterday if felt more natural to have a button (custom panel too) on the material properties to 'operate' that material. The button will clear out the existing material node tree and create a new one based on the available .blend files, pre-populate the fgm information and optionally pre-polate texture slots. The reason I metioned it feels more natural is because you delegate all the material creation/removal to blender, and we'll working on an existing material without having to replace materials on other objects/scenes/etc.
I'll start implementing this for a quick review of the workflow
Example of Glass issues
At least for GlassWall but possibly all Glass* I have not verified yet.
This ticket will track the creation and implementation of .blend files which house slottable NodeGroup setups for various shader features.
RGBA Improvements
Shader Attribute Support
Tex Channel Support
pNormalTexture
A is sometimes AO, sometimes Roughness.pNormalTexture
B is apparently sometimes Metalness, or other channels.Improvement and implementation of .blend files
General
General Attributes vs Instanced attributes (custom properties)
I'm adding this after finding there is an issue with the way some dynamic attributes (e.g. flexicolours) are embedded in the shader: They are global to all materials, instead of instanced by each use of the material. The instanced attributes will require to move them to a panel using a data ref link.
AnimalVariation
Detail and Detail_Basic
FlexiDiffuse
RGB values from the color nodes are not transferrable to prefabsThese are actually transferrable, there was just some other confounding issue.MainShader
Correct Setup for
Glass_Textured_Weather
:Creation of .blend files
DiffuseBlend
2
version of BC, pBaseColour2.Transmission/Transmissive
Ice
Textures
Attributes
Moss
Textures
Attributes
Iridescent
Textures
Attributes
None