Since this is a tottaly new feature, I think it deserves its own topic here.
There is some space for tweaks in the library.
I think that opening a discussion about materials can be benefitial for the whole community.
What I noticed so far I have put in the suggestion box at “Feature Requests”.
For example: “Fabric Curtain Heavy” - Bump map is missing the Triplanarmap
The material library is very useful for beginners and to have a good basis to work on materials
One suggestion:
The names of textures are veeeery long (same for the thumbnails)
Can we have a human readable names ?
Two averages:
Reducing errors from Windows with loong names and paths
wen working in a scene, it’s always preferable to have names for assets, textures that can be understand by others
It would be nice to have different cursor or maybe if possible highlight the object when drag&droping the material to geometry now its sometimes hard to be precise when there are multiple objects in the location we hover/release mouse
Yep, we’d like to change the cursor during drag & drop. The problem is that this is hacked on top of 3ds Max drag & drop functionality so there are some slight issues we weren’t able to figure out yet (like properly changing the cursors)
No, that would be redistribution. You can only sell/share renders made with Corona renderer and using Corona materials, but can’t distribute scenes or models if it contains said materials or any assets from MatLib.
First of all: The matlib is a great addition!! Will definitely help even advanced users if made right.
Critique/suggestions:
• Real world scale is necessary.
• Triplanar mapping should be used for all bitmaps.
• Avoid making lots of materials where color is the only difference. It clutters the matlib, and having a CoronaColor-map/Multimap to change the base color to whatever suits your need is better.
• I see little use for materials with small bitmaps. Making a texture that only looks good on the shader ball, but not on a 3x3m wall is pretty pointless.
• Making “wet” and “dy” variants of common exterior materials would be great. (Pavement, concrete etc)
Hi. When materials are dragged and dropped, they aren’t scaled correct if the system unit differs from the units that were used to create the materials. Therefore there should be a way to choose the right system unit (or an automatic detection of the current scene system units).
Spent some time trying to figure out what system unit was used when creating the materials. And so far it seems that many (if not all) was made for millimeters. Is that correct?
I think it’s 3ds max limitation. Materials never was aware of scene units change. But of course if Corona team would find a way to overcome this, that would be a big point to their reputation :]
Thanks for your feedback . Actually using triplanar maps for all shaders is not possible as some textures have defined direction e.g. woods and triplanar is used in cases when there is no defined direction of texture like scratches dirt etc
Which materials do you feel have small textures not usable on large surfaces ?
@romullus - yes, the lack of scale when drag & dropped is a max limitation. However when “Respect system units in file” is checked in the system unit dialog, imported materials (on objects) will scale correct - exept for a few parameters, as for example “round edges” size.
So the workaround is to make matlibs for every (or at least some) units, and then choose the right one either manually or automatic.
PS - when converting materials unit this way, one must be aware that procedurals (noise etc.) are scaled by the UVW size, which can’t exceed 999,999. So ideally when making scale able materials in millimeter, the UVW for procedurals should be kept below 1.
Didn’t go through every single material, but I reacted when I saw the stucco materials. The texture seems to be about 1x1m. Repetitions will be very obvious when applied to something larger.