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Propagating LPE identifiers through layered shader

Propagating LPE identifiers through layered shader

Unread postby monkeybrain » Mon Aug 14, 2017 9:28 am

Hi there.

I actually don't know if this is a bug, but I decided to create a feature request for it.
When creating an LPE where I want to filter out a specific shader component I realized that only the very last shading node provides an identifier name. In my specific case I wanted to single the clearcoat of a carpaint shader with the help of a LPE. Right now you only have access to the LPE label of the layered shader, not the connected component shaders. It would be awesome if one could provide labels at the layered shader level, so I could catch single layers in LPEs.
Same goes for the physical standard material. I think it would also benefit from the possibility to label single components (like spec1, spec2).

Cheers,
Tobias
Tobias Sprengart
3D Artist
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Re: Propagating LPE identifiers through layered shader

Unread postby isoyann » Fri Aug 18, 2017 9:17 am

Hi,

This is tricky.. PBR material are not evaluated individually (this would multiply the rendertime by the number of materials). Instead, samples are distributed between the different blended materials (this is why it is possible to have 10 layers of reflection with decent render times).

Cheers,
Yann
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