Very big thanks for your feedback! Not easy to do everything early. But step by step we will work on this.
So, you want to have Translucency in the separate Tab. Right? Do you think it needs the "Weight" like other channels?
I aslo thought about it. Will probably swich off checkboxes of the layers "Reflection 2", "Transmission", "SSS" but make their respective Weighs = 1. When checkbox is enabled the weight is already there.
All in one Tab? Ok.
At some point I will make this and other toggles of IPR to be saved with the scene file.
Ok, will extend the range of the main bump strength slider. However now it is possible to do it inside the bump texture in cntlBitmap when you play with out_rangeA and out_rangeB. E.g. when you make out_rangeA=1 and out_rangeB=0 the bump goes inverted. Similar effect happens when out_rangeA=0 and out_rangeB=-1. It's also possible to make it negative with cntlMath shader with mutliplication by -1
It has it actually. When you change the value of out_rangeB from 1 to 10 then displacement become higher 10x. When you make out_rangeB=-1 it goes under the surface and so on. When you change out_rangeA to the value other than 0 you can change the "sea level". It seems we need to make cntlDisplacement shader with respective naming convention.
Right now material textures can use just the first UV tag of the mesh, the spherical and triplanar mappings.
I hope to add support for more UV tag mesh projections next version. Right now I think about making 3 UV tag mappings per mesh selectable in material shaders. Max 3 mappings is usually seen in other engines. Maybe we will be able to do more than 3 UV tag mappings. How many are needed?
Also need to add support of TextureTag params too.
We plan to do it in a couple of versions. There are many possible ways to do it. Need to figure out the most convenient one and do it. What good example reference would you recommend?
Maybe yes. In one of the few upcoming CentiLeo updates there should be version with displacement improvements (there are a lot do there). There is also a chance to move displacement settings to the Tag of the object (and Opacity which is found in Multi Material will also probably go to the Tag). There is aslo a chance the displacement will understand shader networks but don't promise yet.
|Rodrigo Bitencourt Rodrigues wrote:
We need a alpha channel to our material.(not like the multi material, we need one to hide some parts of the model.)
Ok, will make separate Alpha channel (limited with "specular ray depth" param of the render settings). Right now such things are implementable using Transmission channel with IOR=1 (but it will be limited to maximum ray depth in render settings) and it can be done with Opacity slot (see in cntlMultiMaterial) which has unlumited depth (but limited to only cntlBitmap input and discrete nature: the surface is either visible 100% or not).
Hope to see comments from other guys on the subject too, especially on the number of required selectable UV tags in material textures.