They also go from top to bottom instead of left to right to fit as much in as possible. You see what the names are by dragging over them. I prefer Shake’s method where you only have a tiny blob for each node and you just see the inputs and output - this way you can drag the nodes without clicking the buttons. I just wish that the sliders weren’t inside the nodes because it clutters the tree too much. With variable sized node panels, this isn’t necessary so adding these kind of things is much easier and in a lot of cases you’ll find ways round it by adding nodes together. Otherwise use another app to demo how its usefull.Ĭan’t this be done with the node setup? Don’t you just use a mix node to add white to the colour node? The trouble with the material setup the way it is now is that the devs have to keep finding ways to cram new sliders into those small panels. It would be trivial to make a build that used the mirror color for ambient color just to make some test renders- anyone interested in that?
Id be interested in seeing some images of per material amb used effectivly. Using it to tint ambient occlusion is very interesting, would be interestind in seeing images of this. Per toon edge color is the most convincing argument for per-mat-ambient’s Iv heard so far - Anyone else aware of a way to do them without this? In many cases global amb color will work best- thats why it would be the default still.Īgree that having to use the darkest area ofthe photo is limiting, maybe others could comment? ‘everything not lighted becomes grey’ - you need to mess with your lighting settings, have no ambient color in your materials is often better- ie, dont use ambient lighting. I think this is tons argument, current ambient lighting is not that good in his opinion and he would like to scrap it, or somehow change it… not sure how though. I would use ambient colors but only for import/export, since I do this a fair bit, Id be able to use it for that only but I realize for adding into Blender we need it to be usefull on the render side (only ever rendered 2 of my projects in 3 years, most of its for realtime use) You can set the ammount of ambient color but not the color of it. Wasn’t that already posiible (set the amount of ambient colour the material receives under the materials tab)?Īll textbooks discourages the use of ambient lighting (and I agree), however it is always a good thing to let a window of flexibility and artistic freedom open. so Id like to see if any users think its a worthy addition.
Im asking users because Ton was not keen on commiting such a patch because he dosent see a need.
so old files would load ising the worlds by default and render correctly. I wrote a patch a while back to impliment per material amb and it worked by having an amb color picker for the material and a slider between the material’s and the worlds amb. #2 is not a good enouth reason to add it in but its a factor, Im nore interested in peoples opinnie on #1 since I dont render much stuff. many python importers/exporters use MirrorColor for amb color so some color is imported but this is not ideal. ambient r/g/b is used by many other formats- 3ds,ac3d,obj, openflight, kerkythea to name a few off the top of my head.
More controle to change material properties, even if in real life you dont have vastly different amb colors per object - it could be usefull for NPR - non photo-real renders.There are 2 reaons to add per material ambient colors. (internaly supported, only limited through the UI)Īt the moment ambient color is set by the world, and the ammount of that color is set by the materials “amb” slider.
Hi, per material ambient setting are fairly easy to add in.