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  • Published 1 Jul 2018

Material Modifier

Some procedural materials use mesh data to generate the texture but it alway grabs the mesh data after all modifiers have made their changes so having a modifier to define when the textures should be generated would be extremely useful. ex. using the pointiness output from the Geometry node before the bevel or subdivide modifiers are enabled so wear can still be made around the edges of a mesh.

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Development Status: Open

Upvote 4 Downvote 0
jakey1947
1 Jul 2018

5 Comments

jason

How exactly would users define what modifier gets used? Would there be an additional node? What would it look like? What would be its inputs and outputs.

This proposal could really use a mock-up

jakey1947 Author

@Jason van Gumster: My thourghts to how the use would choose when the material is generated is by where they place it in the modifier stack, for example; a stack ordered with:

  • Solidify
  • Material Generation
  • Bevel
  • Subdivide surface.

Would generate the material after the solidify modifier but before the bevel and subsurf

jason

@jakey1947: It would be really helpful to create a mock-up image that shows this. It sounds like it's a modifier panel in the stack. Are there any settings for it?

jakey1947 Author

@Jason van Gumster: I can't think of any setting for it but the idea is for it to be in the modifier stack.
Image

dpdpforlife

Not a bad idea. I've run into issues with your exact example. I had a great pointiness map with the low rez mesh, but it didn't carry over to the hi rez mesh. I ended up having to hand paint my wear. It's fine to have it this way for real time, or long animations, because of the expense of the pointiness map, but for a still, it would be great to be able to keep things like this procedural.