i’m going to using VRaySimbionrMtl. Good shader (a little slow, but darktree is a complex procedural shader). My question: can you insert a “lock button” for the mapping tiling? Becouse 90% times the X, Y and Z axis are the same, like this:
The speed actually depends on the underlying DarkTree engine that is supplied by Darkling Similations, we don’t have much control over that. Otherwise a lock for the tiling might be handy - I’ve made a note. As for the rest:
(*) Use luminosity - some DarkTree shaders have a luminosity (self-illumination) channel. This helps them to look good in a situation where no GI is used, but with GI, it may cause these materials to glow. For the purpose, VRaySimbiontMtl allows you to turn the self-illumination off.
(*) Use texture scale - many DarkTree shaders have a scale defined in world units (e.g. the unit texture squre should be 2 x 2 meters or something like that - I suppose this equivalent to the 3ds Max real-world mapping options). This option causes VRaySimbiontMtl to take the current 3ds Max scene units and scale the texture accordingly.
(*) Camera near/far - some DarkTree shaders have level of detail function built-in - they can try to reduce their detailness depending on the distance from the camera, thus speeding up calculations. These two parameters allow you to fine-tune this LOD function.
(*) Smooth mapping derivatives - when you use explicit UVW mapping, and the material has a relatively large amount of bump, sometimes there is a visible faceting depending on the underlying geometry (this also obvious with regular 3ds Max bump mapping). The smooth mapping derivatives option avoids this issue, but it may require additional memory.