We have all seen how poorly 3rd party rendering materials show in the Rhino viewport. And this problem seems to never go away, and we see very little (or none) interest by both McNeel and/or 3rd. party render engine developers to give this task full attention and priority. I expect this will never change. I also expect comments from developers contradicting me, but most likely, time will prove me right. Let’s not get into philosophical arguments, let’s build a beautiful solution without any compromises.
So I propose this solution: McNeel creates a MultiRenderEngineMaterial. It’s basically a material folder that looks like a material, but inside contains multiple shaders/materials for realtime viewport, and one/may different shader for your render engine/s of choice.
I think just in my little company alone, if we have that we could spend a couple of days creating a twin-library for shaders in Rhino using PBR materials + Octane materials + maybe even Vray materials. And then we combine them each into a MultiRenderEngineMaterial and we will have beautiful, successful and self-realized lives from that moment on, instead of living the agony that we have lived for now almost half of my life in my case.
Example: If I assign a red anodized aluminum (called alu_anodized_red) shader to an object, I can make sure that I have the right/optimized/gorgeous PBR shader for Rhino viewport + the perfect/gorgeous Octane shader for Octane renderings, so in reality I would be creating two ‘called alu_anodized_red’: one is a Rhino material, the other an octane material. Instead of the current situations: pick one place where your material will look great and where it will look awful, if recognizable at all.
Also we could do this as material library support. if you guys create a workflow where Rhino can look at a material library folder, and then have subfolders for each render engine/pipeline and Rhino will use whichever material from the subfolder matched to that render engine/pipeline. We would have to have instanced names so Rhino knows which one to swap to which.
We need to figure out a way to be able to worth both in realtime and with our render engine of choice and do so efficiently and with professional results. This so far has been impossible in Rhino. We either have great looking realtime screenshots or great renderings from 3rd. party plugins. Never both. It’s time this is fixed.
What do you all think?