you are totally right that knowing engine may help you with UI, and i hope we`ll get improve in it.
i`m not a UI designer or programmer so it`s hard for me to explore that field, but i can provide feedback on a software as a user. So i`ll be waiting for a new stuff to check it.
Thank you for the fast reply!
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Initial alpha version of CentiLeo for Cinema 4D ready!
User Posts:
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Material UI design brainstorm
User Posts:
i think base Cinema 4D material editing layout is perfect. For example you might create more standart layout (for user, not engine priority):
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Initial alpha version of CentiLeo for Cinema 4D ready!
User Posts:
as i wrote: advanced users will investigate your render, but i know that a lot of people who will prefer clear and simple (=as for a child) interface instead of proper engine working sytem with a bit more complex material structure. octane has its cons (anisotropy, mix material, no blending modes except multiply and others, you are right), but now we are talking about your product. And you know that if it outperforms Octane with speed and functionality and provides similiar clarity and simplicity you`ll win =) |
Initial alpha version of CentiLeo for Cinema 4D ready!
User Posts:
compare with simplicity of octane and cinema 4d -> |
Initial alpha version of CentiLeo for Cinema 4D ready!
User Posts:
spent few minutes with this alpha, here are some thoughts:
i think this might be the main "beginner`s" problem. maybe for advanced max/maya (arnold, vray) users it is easy to understand how to create materials, but for beginners or people who used to have more clear naming of parametrs (like color, reflection, refraction, opacity etc) it will not be so understanable. UI now is not handy.
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