Assigning Materials
Hey craig, the workflow you describe would be a pain in the ass for many other people.
I can also EDIT a material, but when I save my changes these changes are saved to the actual vismat file on my harddrive. If I open another scene that uses that material, the updated material should be used.
Especially this, that was very annoying for me in my flamingo days, when I edited a material quickly, hit overwrite and then realized shit now I don’t have the old one anymore.
Let’s say you render a boat, and you change your glass material for the windows. Then a few weeks later, you need to rerender an old boat which also had glass. After the render has finished you realize that your glass suddenly looks totally different (because you changed it on the most recent boat project). The problem is, that many times you will need different settings for certain materials to look the same in different renders, because it depends on the environment, lighting and even camera angle. So in the end, you will also end up with 20 different glass mats for example (glass light environment, glass light environment, glass… etc…). At least I ended up with that in my flamingo days because for each minor tweak I had to rename the material to a new one (glass red, glass lighter red, glass darker red, glass highly reflective, glass medium reflective, etc…)
That’s why I prefer the max way. The mats are saved with the scene file, and you are also able to save external library files. So each time you start a project, import this standard library and adjust settings as needed. The external library gets untouched, all the edits only apply to the current scene you work in.
A real mat editor like max is also much quicker to use, because you see multiple mats at once, and you don’t need to select an object to be able to access its material. This saves out lots and lots of clicking ok-apply-edit etc… In this regard, the flamingo way is simply horrible. If you want to change the bump map image of a certain material for example, you need to edit, go to map tab, click the bump, click edit, choose file, and then click ok a few times, overwrite or save the material again and then you’re done. If the map then has the wrong scale, you need to do all this clicking again, and again, and again for each small test you make. In max, you simply got to your bump map and change everything there with one click, without having to apply or save or anything, and without closing the material editor
But since mcneel is making such a mat editor, for now asgvis will probably try to make it as easy as possible without actually creating a full blown editor.
I believe this only needs a few tweaks. Like the make unique button. For you they could add a browse button at the start so you don’t need to click create and then browse. Maybe if possible they can create a vismatlibrary file format that stores multiple mats + previews so you can select them more easily. All of your files that use these materials from the vismatlibrary file will then also update if you change the file (=edit some mats).
Then for me this is also ok because I would simply not use the external vismat library file format.