zeitmeister wrote:This could be a very major step... I would appreciate this! Is it similar to custom materials like we know from VrayforC4D?
yes, but in some way its better (camera mapping works

hehe)
also, rendering with c4ds internal renderer doesnt just give you white unshaded materials. it will not be a perfect representation, but its at least a rough preview.
and on top of that i will add a way to bake the uvs of texture tags with custom indigo materials because the standard way to do that (tags->generate uvw coordinates) will fail with custom materials (since c4d is a bit stupid and always handles custom materials as volume shaders internally, which dont need uvs).
edit: hm.... actually my uv coord generation would work with any kind of custom material, also vrays, but i think im strictly prohibiting that. im not doing their work!
zeitmeister wrote:Looks very good!
thanks!
zeitmeister wrote:But what about complicated materials?
In my case, I often used phong, diffuse transmitter, blend this two ("blend1"), specular material, blend it with blend1 in a new blend material ("blend2"), and finally blend this in a final blend material with alphamap ("blend3").
Lots of material to create here... I think it could be very complicated to transfer this in a single custom material.
PERHAPS, if you could implement a blend channel. Or a custom blend material. I don't know...
but there is a strong need for such complicated, nested materials.
blend channel? hmmm... currently the material has an alpha channel which allows you to easily make null material blends. it would be quite easy to add a link field where you can drop a material to blend with, awesome idea!
a blended material would still require two materials then.
well, at least not three
zeitmeister wrote:But I have no idea how to solve this in an ergonomic GUI.
me neither, but i definitely know which way not to go
*eyes vrayforc4d*