Enhanced material UI and options

I don’t think we’ll see big changes for V6, as that all is now pretty much set. But for V7 I foresee we move to a PBR-type material definition, where every channel can be controlled with a texture. With that a changed material UI will be necessary. But on to your suggestions:

As I mentioned in your other thread glosiness is not the same as reflection polish. Glosiness is like a separate layer on top of the surface, in the PBR-based it is like clear coat (just not with a color directly).

Color I would still keep at the top.

What is Froze in your mockup?

Having IOR under reflection instead of with transparency doesn’t make much sense. For the current material definition fresnel still makes sense to control effects of surface materials on glancing angles, i.e.with glass still to have some discernable contour on curved surfaces. For V7 most likely there won’t be a separate fresnel control (since the principled BSDF doesn’t directly expose one).

Emission for V6 no strong opinions, except that I want it to be gone in general. For V7 I think there should be a separate emissive material altogether.

Textures for channels that don’t have them yet will not get those during V6. PBR-based material in V7 will though, as I am pretty sure that is the direction we’re going.

Here an example of the current prototyping. The UI is far from ready, this is mostly about the available fields, and that they all can be textured. The result is a material on a simple box, and 4 different textures applied: color, reflection (on specular), glossy (on roughness) and a normal map.