KeyShot Forum

Other => Wish List => Topic started by: Despot on April 08, 2013, 10:03:39 AM

Title: Map-driven roughness
Post by: Despot on April 08, 2013, 10:03:39 AM
The ability to control the material roughness parameter via a texture map.... please  ;)

J
Title: Re: Map-driven roughness
Post by: guest84672 on April 08, 2013, 01:09:10 PM
I'm not sure what you mean. Can you explain?
Title: Re: Map-driven roughness
Post by: Despot on April 09, 2013, 05:46:12 AM
Hi Thomas

The ability to use a texture map to control roughness amount - white pixels in the map increase roughness, whereas black pixels reduce roughness to 0 -  intermediate values adjust roughness accordingly

I've included an image to illustrate and also the roughness map used

Cheers

J
Title: Re: Map-driven roughness
Post by: KeyShot on April 09, 2013, 04:06:22 PM
Yes, that looks great and would be useful. We are thinking about ways to expose the full shader tree capability of KeyShot without cluttering the interface.
Title: Re: Map-driven roughness
Post by: evilmaul on April 11, 2013, 11:08:57 PM
that would be awesome Henrik. Keep the simplicity for designers but also have the chance to access and tweek other aspects of the shaders if needed :)
Title: Re: Map-driven roughness
Post by: DriesV on April 12, 2013, 01:49:04 AM
Quote from: evilmaul on April 11, 2013, 11:08:57 PM
that would be awesome Henrik. Keep the simplicity for designers but also have the chance to access and tweek other aspects of the shaders if needed :)

That sounds like an absolutely great idea to me!
Maybe even mode switching between 'keep it simple, stupid' and 'extreme'.
Like workflow division in workbenches in DS Catia, subapplications in Siemens NX, part/assembly/drawing env. in SolidWorks...

Just thinking out loud... :)

Dries
Title: Re: Map-driven roughness
Post by: Ed on April 16, 2013, 03:54:24 PM
"We are thinking about ways to expose the full shader tree capability of KeyShot without cluttering the interface."

+1

Keeping the uncluttered UI and simplicity of KeyShot, yet allowing advanced users to experiment and push the envelope is a great goal.

I would think an "Advanced Material Editor" button and a new window (much like the HDR Editor scheme) would work.

Ed