We need to modularize the macros in a better way.
That is:
Right now we have shaderballs, and swatchs that already contain a "set" and take a material and lights... good for material look dev, but not good for asset look dev, and would require duplicated functionality if we do asset look dev macros.
We need to split this into:
-Shader ball (ball only), takes a material
-Turntable set (options for bg to be rendered or shadow matte only for look dev comp.
-Ligthrigs (for ie: day, night, neutral)
-turntable macro
This should have a hierarchy in a way to be able to do 360 turns of asset, and set/lights
Inputs:
-Asset (being an asset or a shaderball)
-Set (aka: background)
-Lightrig
Options:
-specify the hierarchy top level of the asset
This will be used to apply the animation curves for turning
We need to modularize the macros in a better way. That is: Right now we have shaderballs, and swatchs that already contain a "set" and take a material and lights... good for material look dev, but not good for asset look dev, and would require duplicated functionality if we do asset look dev macros. We need to split this into: -Shader ball (ball only), takes a material -Turntable set (options for bg to be rendered or shadow matte only for look dev comp. -Ligthrigs (for ie: day, night, neutral) -turntable macro This should have a hierarchy in a way to be able to do 360 turns of asset, and set/lights Inputs: -Asset (being an asset or a shaderball) -Set (aka: background) -Lightrig Options: -specify the hierarchy top level of the asset This will be used to apply the animation curves for turning