Hello!
I’d like to share some thoughts/ideas about Vray nodes, that I think could improve the procedural workflow, especially for users familiar with the node system from Cycles (as I’m).
One of the main benefits from the node system in Blender is having the properties exposed directly to the node, so you can change/adjust the parameters instead of checking into panels/subpanels.
Some nodes that could have some of its properties easily accessible :
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V-Ray Color Correction: exposing the Color (HueShift, Saturation) and Lightness (Brightness and Contrast) para mete rs
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V-Ray Fallof: Fresnel IOR and Distance Near / Far
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V-ray MultiSubTex: Randomization Opt ions
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V-Ray Gradient Ramp Texture: The Noise settings could be exposed, as this is hard to discover if you’re not familiar with this workflow (I spent some time trying to create a distorted gradient with other nodes before finding out this prop erty)
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V-Ray Remap: Expose either the Curve or the SetRange limits. This node is similar to the MapRange and RGB Curve from cycles, but you need to open the sidebar, expand the panel and then adjust the parameters. In fact, I believe we could have two nodes with separate controls, but this is a cycles way of thinking , I guess…
As a suggestion, I think we could have a Color Ramp node independent from the Gradient texture, for simple adjustment of textures similar to the Cycles ColorRamp.
General c omments
V-Ray Sampler Info Texture: currently we can’t preview the sampler. You need to plug the output to a material, like Vray Mtl. Would be nice to preview it d irectly.
V-Ray Falloff: Personally, I find it easier to check the falloff effect with the Side Color set to White and the Front Color to black, especially Fresnel. See below the compartison (all types with default values, except the front/side color)
