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For consistency, every section should have a "weight" parameter. #134
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Edit: I'd like to hear more about the reasoning for weights everywhere. For our internal proprietary shaders we took the opposite approach for a few reasons:
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Just to note that having a It would be trivial to implement (in the spec and in software) as effectively the presence/coverage weight of the thin film layer. |
While working on the UI for 3ds max, I realize how inconsistent it feels that everything has a weight, except emission and thin film.
I think everything should have a weight, even though this is just a multiplier in the case of emission and thin film, the UI consistency and the ease of explaining the functionality wins out, IMHO.
Also, since both thin-film thickness and emission luminance quite often have values outside the easily texturable 0-1 range, it is extremely convenient to be able to set e.g. a high luminance value, but then modulate the intensity of the light by a 0-1 weight map, or to set a given thin-film thickness, and modulate the coverage of the thin film with a 0-1 weight map.
The only reason not to have them is parameter count frugality, but if most real-world use cases has users plugging in multiplier nodes in front of these all the time, I feel that feature should be built in.
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