3 ms·
I could write a book about this, but to make it short, what most users of a 3D system like Blender want when they get to the shading/rendering part of their wor
by ur-whale 4y ago
I could write a book about this, but to make it short, what most users of a 3D system like Blender want when they get to the shading/rendering part of their work is to simply:
- pick an object in the scene
- pick a pre-made rich and complicated shader (wood, glass, tar, etc...) from a huge library of shaders expressed in a standard form (as in: that will work with whichever render, be it cycles, luxrender, moonray, etc...)
- drop it to the object without having to screw around for hours with texture scaling, rotation, uvs
- rinse and repeat until all objects in the scene are shaded
Very few people have the skills/knowledge and patience to put their own shaders together themselves by assembling basic nodes into a large and complicated shader tree.
There has been some (feeble) attempts to build standard libraries of Shaders around Blender:
https://github.com/LuxCoreRender/LoL https://github.com/LuxCoreRender/LoL
https://www.youtube.com/watch?v=mCShkpW1c2w https://www.youtube.com/watch?v=mCShkpW1c2w
These are:
- hard to use
- not always free
- not standard and portable across renders
In practice, assigning materials to a large scene in Blender is still a giant, time-consuming PITA.
- _flux 4y agoI've used Blender only a little, but surely you're aware of the Asset Browser introduced in the 3.0? They seem easy enough to use, but of course they'd need to be high-quality to work similarly with all renderers. Granted I don't actually know where to find such libraries except for the small free asset bundles at https://www.blender.org/download/demo-files/#assets https://www.blender.org/download/demo-files/#assets or perhaps by paying Blender organization for them, so maybe this doesn't really address your core point :).