Make principled shader Really principled
I don't quite agree with the current design of Principled BSDF, I would really like to see something like this
.blend file 4.5. (x)
I don't quite agree with the current design of Principled BSDF, I would really like to see something like this
.blend file 4.5. (x)
6 Comments
Could you expain exaactly what optinos you want to have? This nodegroup just adds a bunch of things that other nodes are designed for. Just adding Beveled normals or shader mixing into the node dosent make it better. It just defeats the purpose of a node tree. Appart form the downright horrible UI design / naming stye, there is just a bunch of random stuff that dosnt belong in the shader node. If you like it, just use this node group, thats the beauty of a node tree: you can combine it to a nodegroup you like, it dosent work the other way around.
"This node group just adds a bunch of things that other nodes are designed for." The entire Principled group is essentially a combiner of atomic elements.
"Just adding beveled normals or shader mixing into the node doesn’t make it better. It just defeats the purpose of a node tree." If you think like that, then by the same logic it would make sense to remove Principled entirely and force users to rebuild the same functionality atom by atom every time.
"Apart from the downright horrible UI design / naming style..." Am I right in understanding that the so-called successful design means that in the original setup there isn’t even a hint that Thin Film is unused in Metallic, except for a direct mention in the documentation? Or that the IOR for metals is ignored? Or that the transition from dielectric to metal is crippled without Edge Tint or without n and k values? Or should Principled simply be understood as a tool that you drop in and it “just works”? Which of these is considered the correct interpretation?
"...there is just a bunch of random stuff that doesn’t belong in the shader node." The point is that such a shader should provide a clear and logical working field in any setup.
P.S. One can endlessly debate what should or shouldn’t be included. You can have a dielectric, a metal, or emission with coat and sheen layers on top, if we’re talking about the correctness of the layered approach. But if the task is simply applying a material to a surface, then pure atomicity doesn’t give us full usability.
Yes! Was looking into Blender for Octane and their texture nodes have SO much more customizability than Blender texture nodes. Blender should really expand their material system and hopefully it starts with this.
I rather looked back at my experience of assembling a similar tool and it is surprising to me that atomic things like normal maps (it doesn't matter if they are real or fake) require additional connection every time, as for me - this should not be
EXACTLY
I just use this
superhivemarket.com/products/pbr-advanced
with the exception of those bump map settings or beveled normals that you suggested, it takes care of pretty much everything I need as far as a principled shader alternative so to speak.