YES
YES and
YES !
Real-time engine nowadays (Unreal 4, CryEngine 3.6.4 EEAS, I use both at the moment) have so much better material system than offline rendering has, that offline rendering looks like prehistoric legacy almost :-).
(with exception of VFX houses of course, both ILM, MPC and all the big boys already using this new model).
I already asked Keymaster if he's willing to implement advanced BRDF models (like GGX, ABC or ShiftedGammaDistribution, currently all as plugins by Sergey Schliaev, although GGX is already integrated in Vray3.0).
I understand he has little time and there might be more important things (not to me heh), but imho it's much better to differentiate from others than slowly add features that all others already have. I don't want a better clone, I want revolutionary product instead if I could choose.
Btw Maru, the shaders still respect any sort of look, even completely stylized or unrealistic, they just make the creation of it vastly easier, and more natural. At the moment, it's absolutely odd eye-balling, where I dare to say, 90perc.
of users do not even no what value should actually be in reflection slot or how to even create TRUE metallic shaders. Quite frankly, all metals and plastics out there look like shit to me.
Did you even look at those shaders ? It's not harder, it's not scientific. It's logical and superb.
IMHO it's definitely a time for revolution, I don't understand this harkening to original concepts and still using the same material as Scanline. It bothers me so much than I contemplate just sticking with real-time by end of this year. To
me it's already evolved enough and it's evolving by master space speed.
Did you guys read the original post ? Did atleast 5 minute of research ? Every single post seems somehow off-mark to me.
Well for me Corona materials are already using this kind of knowledge.
Not really...not in any way Vic outlined.
but setting the limit and restrictions would hurt the creative process of special effects.
There are no limits or restrictions. How did you guys translate it into this conclusion ?
Well, skilled artists use canvas & brushes and are free to do whatever expressionism they want ;)
And it's working amazingly for everyone.. I hoped the "it's the artist, not the toolz" days are long gone.
We could have just stayed with Scanline.
My idea would be like a separate, experimental shader to use alongside.