On 09/20/14 17:27, [email protected] wrote:
the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library.
(and pointers to texture supports and image clips – yeah I wanna have my cake and eat it)

I agree having a 'live' project-wide material library that could be worked-on along-side everything else, would be the great main advantage.

But it would also otherwise generally be very useful just to be able to have/swap various different sets/versions of materials in a given scene (like 'super-passes')

I remember being surprised that that wasn't already possible.

I would have expected it to be just other scene elements to be referenced in a reference model otherwise (mostly) working more than flawlessly

As much as both referencing & passes can be some of the great (or legendary) things in soft, having a reliable way of doing this would actually make people (further) drool all-over a (living) legend  ( yuck! :] )


On 09/20/14 17:27, [email protected] wrote:
well – it’s the inverse actually – I’d prefer nothing local in the scenes/models.
 
the workflow that I’d love, is having no materials in the models – only pointers to materials in an external library. (and pointers to texture supports and image clips – yeah I wanna have my cake and eat it)
modify only the library – and have the rest of the production follow.
 
switching the renderer was just an example.
but it’s more about look dev on a higher level, not one asset at a time, but a more global tweaking of all shaders for a production.
Compounds and scripts for switching compounds are a workaround, for changing shaders “en masse” – but it’s not in line with the whole non-linear / non destructive nature of referencing.
 
 
Sent: Saturday, September 20, 2014 9:35 PM
Subject: Re: external material libraries.....
 

Reply via email to