PBR Baker Node And Material As Shader Node
Hello, this is my first proposal so I hope I'm doing things correctly.
PBR Baker Node
Since I and many others use Blender for making videogames assets, having a PBR Textures Baking workflow implemented inside of Blender would really help a lot of people. So I'm suggesting adding a special node to allow us, game creators, to bake the DiffuseBSDF shader down to the few Maps needed inside of the most famous Engines (Albedo/Diffuse, Occlusion, Normal, Specular, Roughness, Metallic, Emission, Alpha). This I think is necessary 'cause the already existing Baking feature isn't always doing its job, especially if some Mix Shader nodes are being used. So this would probably require a special Mix Shader node that can interpret the features of the DiffuseBSDF . In this image below I'm using a node group to show a plausible layout of the integrated node that I'm proposing:
Material As Node
This useful feature though wouldn't be enough anyway in some cases, because texturing in Blender has some limitations compared to other Softwares (i.e. Substance and Quixel Mixer), one of which is the number of nodes and operations that can be used inside of a single material. If this limit is exceeded the said material will display purple (in Eevee) and wouldn't be easy to deal with this, so there's another feature that would be amazing to have, and this feature would be having Nodes that Refer to Materials and the possibility to mix them using masks as shown in the below images:
The way I'm thinking of it is that changes to the material containing these nodes won't recompile those other materials as they are a separate thing, this would improve performances a lot when texturing.
Is it really doable?
I honestly don't know if this is something that can be done or if it conflicts with how Blender works internally, most probably this is how it would be, and even if the "Material Reference" node will be implemented it would still need to be compiled as part of the shader so the performance wouldn't improve in that case.
I hope I have been clear enough in my explanation and that similar features will be taken into consideration. Even more so that now Blender has improved a lot in Grease Pencil and Sculpting lately, the only section that I feel is really lacking now is Texturing so please Blender Devs don't leave us with half of the job to be done slowly or with external software, we love working inside of Blender!! :)
Thank you for your attention and patience in reading this!!
P.S. I'm not sure what Status Dev to set so I leave it to "Open"
2 Comments
* @IIIFGIII * So basically you mean having a node that refers/inherits from another material and has as outputs the PBR properties of it?