Author Topic: Multiple inputs / outputs for material nodes  (Read 886 times)

2022-10-04, 09:20:53

Naxos

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Hello there, i thought about 2 new Corona nodes for materials : Multiple inputs / outputs for material nodes

Let me explain, let's take an example : CoronaUVrandomizer

A typical shader will get base color / diffuse map, roughness map, displace map, normalmap, additionnal bump map, reflexion map, all kind of maps...
If you plan to use modifyer nodes like CoronaUVrandomizer (or triplanar, tonemap control, and some others), after setting the diffuse part, you have to copy it for all other maps.
If any change, you have to make this change on each modif. node
Of course, you could connect some controller float to change all in once, but not so user-friendly, not so "Corona-styled friendly".

So here is the MultipleInputs node : a bit like MultiMap one, you could set several inputs, connect into the modif.node, and set a MultipleOutputs node as exit :
Each input # refers to the output #.

So all differents maps are going into the same modifying node, you have to manage only one set of parameters, and all outputs are put into the actual shader.

Outputs my be like the included AdvancedWood outputs slots, you see ?

Intup #1 goes to output #1
Intup #2 goes to output #2
Intup #3 goes to output #3
 and so one, all of them modified by one node.

Here are the nodes that could take benefit of that :

CoronaAO : inputs/outputs would be for different meshes
CoronaBitmaps : if we need some settings inside
CoronaBumpConverter for different meshes
CoronaCurvature
CoronaDistance
CoronaNormal especially for "add gamma to input", but not only
CoronaRaySwitch
CoronaRoundEdges
CoronaWire

And for sure :
CoronaTonemapControl
CoronaTriplanar for several meshes, but mostly for same shader
CoronaUvwRandomizer for several meshes, but mostly for same shader

What do you think ?

Please see ayttached of what it could look like.

2022-10-04, 09:42:12
Reply #1

romullus

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Why this complicated setup? Corona already has properly implemented master control in CoronaColorCorrect texmap, they just need to add this to the rest of the maps, like triplanar and UVW randomizer.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2022-10-04, 10:50:03
Reply #2

Ondra

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oh yes, I would love this, but you can guess what is the issue... ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2022-10-04, 10:57:57
Reply #3

romullus

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I'm not coder, so my thinking was "that must be a trivial task"... :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2022-10-04, 10:59:56
Reply #4

Ondra

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And are you familiar with Autodesk products? :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2022-10-04, 11:01:20
Reply #5

romullus

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And are you familiar with Autodesk products? :D

I wish i could say no :D
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2022-10-04, 11:40:07
Reply #6

Naxos

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Why this complicated setup? Corona already has properly implemented master control in CoronaColorCorrect texmap, they just need to add this to the rest of the maps, like triplanar and UVW randomizer.

Indeed, but separated nodes would help us to connect to anything

2022-10-04, 11:42:14
Reply #7

Naxos

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oh yes, I would love this, but you can guess what is the issue... ;)

Hi Ondra, sorry i don't get it, as i'm not aware of all stories from inside.
I hope the "merge" still let you code some good ideas.

Bests.

[Edit] : Oh, i got it now : Autodesk won't let you code multiple outputs, or something like that ?
« Last Edit: 2022-10-04, 12:14:21 by Naxos »

2022-10-04, 12:38:15
Reply #8

Ondra

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it is just not possible in the 3dsmax node editor API
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2022-10-04, 15:26:43
Reply #9

Naxos

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it is just not possible in the 3dsmax node editor API

It's a putty. I'll keep on using controlers so...

Too bad, for once i thought i had an idea that would be interesting, and that was not just claim for GPU acceleration ;-)

2022-10-04, 21:03:03
Reply #10

Ondra

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there is some hope since OSL does it, but we need to manage our expectations ;)
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)