RodZill4 / material-maker

A procedural textures authoring and 3D model painting tool based on the Godot game engine
MIT License
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[Feature] Painting: non-PBR workflows #638

Open u3shit opened 1 year ago

u3shit commented 1 year ago

Feature/enhancement description: I guess this is going to be closed as wontfix, but anyway. While Material Maker seems to favor the standard PBR workflow, when creating procedural materials it has actually no dependency on it, one can edit the material node and add/remove whatever inputs one wants, fix the exports, and replace the preview shader with something applicable. Paint, on the other hand, has a few fixed channels (albedo, mr, emission, normal, do), and no way to customize the display shader. I tried to edit the brush node to have different outputs, but of course it didn't work, the code in Material Maker expects the brush node outputs to be in a specific format and order. Would it be possible to add custom channels to painted images (and the ability to edit the display shader)?

RodZill4 commented 1 year ago

Painting is being rewritten at the moment, and although I don't think it will change much soon, I will make the "painting engine" much more flexible. I also want to introduce painting in the "procedural material" part. I'm currently indroducing smart materials because it is a prerequisite. So this is not a wontfix, but I'm afraid there won't be much short term.