Hi,
We have Isolate Select as Render mask mode that lets you see Isolate select objects updated in context with other scene objects, but I am seeking something a bit different.
It would be very handy, during IPR, to see the shading effect on your lookdev-ing object based on the selected node in the shading tree to see that up to "this point" of the tree, what does it look like. It will help dial in parameters as lots of times it's much harder to see what a texture/procedural noise/pattern is doing when it's mixed up with other shading effects at the end of the shading tree. Huge boost on the efficiency of lookdev.
Ideally, hoping the Isolate select can be toggled directly from VFB menu and can isolate following nodes during IPR:
We have Isolate Select as Render mask mode that lets you see Isolate select objects updated in context with other scene objects, but I am seeking something a bit different.
It would be very handy, during IPR, to see the shading effect on your lookdev-ing object based on the selected node in the shading tree to see that up to "this point" of the tree, what does it look like. It will help dial in parameters as lots of times it's much harder to see what a texture/procedural noise/pattern is doing when it's mixed up with other shading effects at the end of the shading tree. Huge boost on the efficiency of lookdev.
Ideally, hoping the Isolate select can be toggled directly from VFB menu and can isolate following nodes during IPR:
- Geometry: renders the selected geometry only; all other geometry is rendered as a black matte.
- Materials: renders the selected material only; all other materials are rendered as a black matte.
- Shaders: any individual shader (utility, texture, blend, etc.) part of a shader tree can be isolated, showing its resulting output in the render. Any geometry whose shading tree does not contain the isolated shader is rendered as a black matte.
- Light: isolating a light means that all other lights are disabled, and the scene is lit exclusively with the selected light.
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