Prioritization of McNeel work to have a good rendering workflow in a team. Using material libraries of realtime PBR shaders + render-engine specific shaders

The reasons for the two are historical and there’s really no need to dwell on it. I have wanted to get rid of the old stuff for years, but the change would be too much to bear for users of the SDK.

We basically use Material in the display, and RenderMaterial for full render engine implementations. As I said, there is plenty of scope for developers to write custom materials for their own engines.

Octane do this, for example.

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