Quote from: Matt on December 07, 2018, 09:35:37 AM
Oh, that's right. Sorry, I was looking at the Reflective Shader. Well, realistically you should not be able to change the highlight intensity in a non-PBR way anyway, and since I also want to simplify shading by removing unnecessary and unrealistic parameters, the Default Shader probably won't get that separate control. My plan is for the Default Shader to be the "most PBR" of all our shaders, at least for now, and non-PBR hacks will require other shaders where non-PBR hacks already exist.
What is your methodology for limiting parameters to your idea of real-world counterparts? Often we stray from this to begin with as artists for certain personal taste. I am not sure I even know of any program track record of this but creating defaults and opening up customizable options.
Does it have to do with pressure form non-traditonal technical GUI customers that seem confused about simple and often self-explanatory options? I wonder if pandering to gimmick software UX is good when the pros often use scripts and hack in just about every aspect of work in these softwares due to their inherent GUI limitations to "get you around".
Honestly with the system you use to begin with I'd like an open SDK and even more options available if even on the XML level.
I also have some confusion how a uniform PT renderer can actual deal with the subtleties of refraction of different materials without customizable options without being muddled between very polar surfaces.
For example with no highlight intensity on default shader you cannot create appropriate matt refraction without displacement, and with how TG handles objects and displacement, breaks shadowing, and changes the actual materials intended surface disp. At which point you are fighting with disp settings to middle highlights with roughness and checking under all lighting conditions for specular flecks (dots). Which is also a issue if you use roughness function/image. You'll often get undesired or explained speckles under certain lighting and angles. This all adds unnecessary to workflow just cause of a missing parameter.
Take the white gas lantern I shared. It should not be shiny. It is because I can't control the highlight intensity of the material which would be absorbing light and this reducing it's highlight refraction emission. I just gave up messing with roughness and editing the disp map I created to include fine level disps that contirbuted to speckles because of it's blending with base material disp