Hello there,
Since i’ve installed the 1.6.x, i found that the shaderball is not rendered as beautiful as it was before…
Here is an example : (those on the right are the same materials duplicated from those on the left)
I am not aware of any changes like this. Maybe your materials in 1.5 were using some “legacy” switch?
You can increase the quality of material editor previews in system > system settings, and there are also some string options to affect the lighting in the previews: https://coronarenderer.freshdesk.com/support/solutions/articles/5000518663-string-options
I will have a look, Maru, but to be clear : i’ve installed the 1.6.2, open a already setted scene, and just duplicated the shader…
So the new shader is the same, but the icon was re-rendered, with this difference…
The scene renders the same, just the shader-ball is affected…
I am 99% it’s because of the terminator fix introduced in 1.6. After disabling the fix (devel/debug), the renders are identical. Ignore the bright GI splotch, it’s probably UHD Cache.
I would say this brightness difference is something we can live with, in exchange for the terminator fix.
Does it really make sense to make the material editor consistent across the two versions, but final rendering not? Or in other words, material preview different than the final rendering?
for me its not comfortable if the mat preview looks different with what i used to see..
but imho simply add a checkbox “enable terminator in mat.editor” in devel/debug rollout would be a good solution
I can’t remember when i last time have looked at the mat-ball for other purpose than to quickly find material in editor. Certainly not after Corona interactive became available :]
the thing is, material editor ball is really low-poly, something you want to avoid either way in production, and that makes the terminator removal work harder and change the result too much