Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: romullus on 2014-07-28, 11:49:43
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I'm missing ability to enable, disable texmaps in CoronaAO shader. Would be useful to have those chekboxes next to texmap slots.
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+1
Yep, especially useful for general checking of the effect. Missed these too!
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implemented
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That's great, finally. I'm late to ask, but wouldn't it be practical to have a map intensity spinner for these as well?
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that would clutter the UI too much, you can use for example output or mix node for that
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Again, I'll have to accept your stance but you realize that if I want to change the intensity of the map it causes way more clicks? And isn't visible right away becuase I'd always have to go to the submap to see the value? So, even if I just want to KNOW its value in order to check it, it forces me to spend more click than necessary?
It's ironic. I have never seen people complain about more control, or easier ways of controlling values. It's usually the other way around, I guess most of us hate being forced to 'click > enter, modify value, click > exit' when you could have your spinner easily displayed right in front of you. I really don't get why you'd want to remove ways for easier accessibility.
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People complain about more control all the time. That's why there is more and more people saying how complicated Vray is. You have very specific workflows, so you should be the one going the extra mile to achieve that super exact specific task you do. If there was was a button for every specific thing someone does in their workflow, even as simple thing as AO map would have at least 200 knobs.
First of all, if you do at least moderately complex materials, you should definitely start using slate editor, if you don't do so yet.
Other than that, there are just so many ways to do what you want, not only mix node. You can simply use RGB offset in your map to change intensity of the map if it's in the white slot, or RGB level if it's in the black slot.
Seriously, in Vray there are as useless things as redundant GI/Refl/Refr multipliers in matte settings that even Vlado himself is not happy about. Adding bloat into UI is not one way thing. It's not a gain without any expense. It's always gain in accessibility at the expense of UI cleanliness and organization, therefore ease of use.
It doesn't make workflow any slower, it just requires some change of it. So when you plug say a bitmap in the slot of AO map, and that map doesn't give you exact result you wan't, and you decide you need to modify the result, it's just a matter of going at the different place than you are used to. Instead of going to AO map to adjust map influence spinner, you stay in your bitmap, and adjust level or offset instead.
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Seriously, in Vray there are as useless things as redundant GI/Refl/Refr multipliers in matte settings that even Vlado himself is not happy about. Adding bloat into UI is not one way thing. It's not a gain without any expense. It's always gain in accessibility at the expense of UI cleanliness and organization, therefore ease of use.
But we're not talking about the main renderer setting or a right click menu that's VERY renderer speicific. I absolutely agree about Vray's overkill, it's the same for me. However, for quick material tweaking and testing spinners and checkboxes are a must. Anything else forces me to go to a different map. So it's always the longer route, without the chance to see my values at one glance.
It doesn't make workflow any slower, it just requires some change of it. So when you plug say a bitmap in the slot of AO map, and that map doesn't give you exact result you wan't, and you decide you need to modify the result, it's just a matter of going at the different place than you are used to. Instead of going to AO map to adjust map influence spinner, you stay in your bitmap, and adjust level or offset instead.
Couldn't disagree more. If you want to be efficient and instance maps wherever you can this is certainly something you'd want to avoid. Even if I'd want to do this, it's again the same problem, forces me to dive deep into my shader tree, scroll down in the UI, open up rollouts that are closed by default, etc. What a mess.
I'd really like to understand what drives you to be so stubborn and avoid adding a simple checkbox and a multiplier in places where it just makes sense. There must be some a reason... which I just don't get, even after months of suggesting these simple little helpful things.
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I'd really like to understand what drives you to be so stubborn and avoid adding a simple checkbox and a multiplier in places where it just makes sense. There must be some a reason... which I just don't get, even after months of suggesting these simple little helpful things.
Each single thing makes more mess. UI elements should be added only either when necessary (you simply can't do something without it), or when they make something significantly more efficient (it takes a lot longer without it).
Neither one of these is the case here.
Especially when what you want is so incredibly easy and quick to achieve even without those spinners... even when retaining the look of map instanced somewhere else, as shown here:
Reading about how you need to dive deep into your shader tree really makes me think you still use the legacy compact material editor. As i said, if you do any kind of advanced shading work, then there is no point of using compact material editor. It doesn't have any benefit (except being better usable than slate on single monitor setup), it's just general workflow speed killer pain in the ass.