In the recent weeks I did various experiments with Cycles and tried out various combinations for shading and materials. Even so I'm quite happy with most of the results, I'm not so happy with the "once shader always shader paradigm". That means: Once you have the output of a shader node, you can only combine it with other other shaders using the add- or mix-nodes for shaders. This means that you have little to no control after a shader output.
In BI you have the ability to use ramps to manipulate the result of the shader itself. For example you could give dark areas a violet tone, while giving brighter areas a more yellow color. You can also feed a shader with the output of another shader and so on. At the moment this seams not possible with cycles on material base. You can only use compositing to apply such effects as a postprocess with using index masks and similar stuff. This is difficult to set up for larger projects with different materials, if not even impossible, if not done on shader level. Are there any plans to allow more control over how shaders can interact with each other? Greetings from Tobias Oelgarte _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
