Hi guys, Good to see that PBR is up and running, but it isn’t very user firendly quite yet.
IF it is going to be physically based then we need the physical settings in the default view.
So having to add IOR settings as an “Effect” isn’t a good GUI idea IMO.
Keep in mind that PBR is for those interested in physically correct materials and the render nerds more than anybody else.
There need to be an intensity setting. Just using color for intensity just isn’t cutting the cheese. That way we can “only” produce white pixles, but not light a room with an object. This is too far from physically correct so please add a Strength setting (simple multiplier) like here:
Here is a simple test in the WIP:
I see that Metallic is JUST an on off toggle and no amount setting. IF that is how you want it then you need to disable the Opacity slider when it is ON. And also update OpenGL preview to NOT show transparency.
OR add transparency as an option when metallic is on together with an amount slider.
Guys, when I make changes to the IOR and then UNDO them Rhino responds veeery slow since it is waiting for the material preview to update… that needs to be on two threads so I can rush through my undo’s and not have a sluggish system. Also the IOR settings doesn’t undo
Why is the slider for Opacity ranging from 0 → 100
when the effects settings for Opacity Amount only goes from 0 → 1?
That to me is inconsistent and should be avoided.
The drag onto object behavior is turning out quite well but I have an issue with objects that has emissive materials when Raytraced is running. The “Assign” cursor tip is showing but I get the “no object selected” warning and nothing is done. So I have to manually select them and right click the material to assign it.
And that’s all I found while testing it for 20 minutes.
Intensity setting NEEDS to be on top.
Since we DON’T have a camera exposure setting yet (Angry face) then we have to fiddle with this setting a lot IF we want to take rendering seriously. And therefore it should be on top so it is visible.
As you can see it is now hidden unless the panel is large. So please pop it above TYPE IMO.
AND the preview icon background and objects should be the same (or at least similar) as for the material editor IMO so we have material and lighting adjustment similarities.
Rectangluar lights need the option to be visible IN the renderer and also in OpenGL IMO.
Now I have to add an an object in front of the rectangular light, turn OFF shadows for that object and then add an emissive material to it. And that is a lot of unnecessary work to get an effect like this IMO:
(But it looks cool good)
OK guys, that was a lot more typing than testing and I FAR exceeded my timelimit. So please invest some time in reading it carefully.