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Maintaining material assets - recommended workflow?

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Re: Maintaining material assets - recommended workflow?

Unread postby irradiance_cash » Fri Jun 09, 2017 7:37 pm

Hi,

thanks for the anwser, will take a look at it when i have the tryout version. Is that possible not only with objects but also with materials ?
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Re: Maintaining material assets - recommended workflow?

Unread postby xilofoton » Sun Jun 11, 2017 7:42 pm

Hi,

Yes, because the context system in Clarisse is free, so doesn't forced by factory where you should put material nodes, where object nodes etc., so you can create one library for materials, each material node network into a context(context is a folder/directory like in a file system).... do an another for objects, or a combined one with full assets including the textures/materials/fur definition/etc. for each. So in a context you can have a forest, in the subcontexts are the trees, inside each of them them are the models of the branches leaves etc, and a context for the snading nodes etc.

Rather than open a new Clarisse, you can actually reference your entire asset library clarisse file at the root level of your project, and open an explorer or browser and a quick view in a new window, lock them together in a same selection slot and you have similar to the preset shelf in modo but with live 3d preview for objects, instant node network view for materials, texture view for textures etc. For material lookdev preview, you can have a context with any test object(or scene or whatever), and just drag and drop the rightest shading node with Ctrl to it...
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Re: Maintaining material assets - recommended workflow?

Unread postby atnreg » Mon Aug 14, 2017 4:04 pm

Thank you VERY much! :)
And sorry for the delay, I missed this reply totally :o

That preset browser idea is great, especially as it seems to save with project!

Antti
Intel i7(6-core),32GB RAM,NVIDIA GTX690 (2GPU)+GTX Titan Black,Win10Pro 64bit
Clarisse 3.5SP2,Blender,ZBrush,Onyx,(3D-Coat,Lightwave+Octane...)
Clarisse since 2016-09-29 (Py 2017-01-04), Python since 2016-11-10
I do all 3D stuff for fun, no business
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Re: Maintaining material assets - recommended workflow?

Unread postby bvz2000 » Mon Aug 14, 2017 9:17 pm

Jumping in late here, but we have set up a system where we have layers of materials stored in separate files on our network. Each layer references in the material beneath it. It is a complicated system that could be simplified, but it also offers a lot of flexibility if you are willing to put in the time to keep the whole thing organized. Note, these materials that I describe are layered references, but not all of our materials use every layer. Sometimes we will use the base layer directly. Other times we will use a material that makes use of every layer. It depends on how "reusable" we want to make an asset.

We have base materials like:

hardsurface_v001
vegitation_v001
metal_v001
glass_v001

etc. These materials have basic settings that make sense for their respective uses, and all have basic color correction nodes in each branch (hue, sat, gamma, and so on). We had considered actually breaking these down further into separate files for the diffuse, reflecton, and other branches, but that just seemed like one step too far. Each of these have a constant_color node plugged into them that are standins for any maps we will later plug in. These nodes are called things like: "diffuse_IN" etc.

Then we have a second "layer" of materials that reference in the first layer, these would be things like:

hardsurface-scattered_v001
veg-scattered_v001

etc. These reference their respective base shaders, but add a bunch of controls (as overrides) that let us vary the scattered items with world noises, support colors, etc.

Then we have a third layer that breaks these into more specific types:

leaf_v001
leaf-scattered_v001
dryWood_v001
marble_v001

These nodes are custom tuned to be what you would normally see in a material library. These custom settings are also applied as overrides.

Our final scene will import this last layer as a reference and usually that is where we will plug in any specific maps for that particular asset (again as overrides).

As we realize we need to update our shaders to add new features, we just go down the stack to find the correct layer to modify (for example, we might want to add a second kind of world noise to all of our scattered shaders). Once we make that change to that layer, all subsequent layers inherit the change and suddenly the upstream scattered items can all use this new second world noise.

It takes a bit of planning and maintenance to make this work, but the benefits are starting to outweigh the deficits. Scripting (both on the command line and within Clarisse makes it a bit easier).
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Re: Maintaining material assets - recommended workflow?

Unread postby atnreg » Tue Aug 15, 2017 6:31 am

Thanks for the explanation, I'm not sure I understood it completely but my scenes are quite simple (in Clarisse, impossible with any other 3D package :D) so for me one context per shading group and separate for maps if enough :)

I have bitmaps for leaves and bark, then use world fractal noise to remove the repetition on bark for bump and color etc.

Antti
Intel i7(6-core),32GB RAM,NVIDIA GTX690 (2GPU)+GTX Titan Black,Win10Pro 64bit
Clarisse 3.5SP2,Blender,ZBrush,Onyx,(3D-Coat,Lightwave+Octane...)
Clarisse since 2016-09-29 (Py 2017-01-04), Python since 2016-11-10
I do all 3D stuff for fun, no business
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