I’m your project manager now. Welcome to your next 2-week Sprint.
Just wanted to share a sense of what we see as priorities to have a high-quality, shareable (among internal teams) and useable materials’s library. Including PBR for viewport use.
One early problem we had was object mapping, and Nathan helped us solve that, we had no idea Rhino could already do this. We might also need Triplanar mapping w/ blending, but we’ll hold off to that request until we see how far we can get with everything else. So let’s move on to our priority list:
Here’s a screenshot of our chat:
In summary we would need this in order of priority:
Fixing virtual drives being replaced by physical drive location. Reference: Work-wrecking bug with mapped image paths being changed by Rhino
Fixing Viewport performance with large textures. Maybe there’s a texture quality setting, like render mesh setting so we can work in lower qualities and take high rez viewcaptures in higher quality? cc. @jeff
Fixing material editor performace. We can provide example files where we really struggle seeing material balls updated and changing textures is super slow. But you can easily do this by assigning a handful of 4K and 8 K textures. Even as few as 3 materials with PBR textures are making Rhino V7 melt.
Have a way to do color overrides to materials. So we can maintain material libraries centralized and in-sync by having an RGB color override for different parts of a model. Keyshot can do this very easily. You just drag-n-drop an RGB color into a material and it changes that material’s color.
Support for multi-material per object (not to be confused with per-face material) so we can have objects with certain materials assigned for viewport, and different materials assigned per render engine. We do not see good rendering engines like Octane and Vray getting any more integrated into Rhino anytime soon. We also don’t see any other rendering engine getting good/fast anytime soon. So we need to be realistic and work around this by having material assignments to object that are different based on what rendering engine (or viewport) we are using.
I think these needs we are asking for are not esoteric, nor niche. These are foundational things that any of your customers will be facing once they start working with material libraries that are high quality, and centralized. Even the one that Kyle is exploring into building.
Please let me know when you can start, and when can we expect to see progress on these.