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Michael Powers avatar image
Michael Powers asked ·

Why I find MAXtoA "artist-hostile":

By artist hostile, I mean the no real-time feedback on tweaks, no easy map-level isolation of output (no continually wiring map-to-texture doesn't cut it), and no scopes or levels to assess input and output values.


I find this example from the MAXtoA manual on how to invert sRGB values byzantine-level absurd:

The above shader network shows the correct worflow to invert an sRGB image using a 'Complement'. The 'Color Correct' and 'Linearize' gamma are set to 2.2. MAXtoA automatically linearizes (gamma 1/2.2) the texture, that's why we need to gamma correct before the complement to invert the sRGB raw values. Note, that the linearization after the complement is not needed when we want to use the raw value (e.g. connected to a specular roughness, etc.).

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I have removed that workflow as it was old and out of date. Thank you for the feedback.

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Ciro Cardoso avatar image
Ciro Cardoso answered ·

I find that if you are coming from a Vray or Corona workflow (ArchViz) and you move to Arnold which is perhaps a more VFX workflow, some things can be confusing. I think is just a matter of switching workflows and perhaps create a couple of more examples on how to use Arnold for ArchViz, which is something that I think I will start doing.

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Hi Ciro, I'd love to discuss a bit more about your experience coming from Archviz Vray/Corona to Arnold. I'm really curious to know what kind of learning content might be missing and how can we improve the product itself to better serve the design viz persona. Thanks!

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Hi Bruno,

Will be glad to help. How can I contact you?

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here's my email address: bruno.landry@autodesk.com

I've sent a linkedin invite as well :D

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Mads Drøschler avatar image
Mads Drøschler answered ·

You can do all that in a single OSL shader, and have viewport feedback at the same time, since it's just pushing around pixel values.

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Lee Griggs avatar image
Lee Griggs answered ·

>and no scopes or levels to assess input and output values.

You can change input/output values via the range shader.

The color_correct also has invert parameters.

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Michael Powers avatar image
Michael Powers answered ·

Yes, Thank you. Mads, that worked well. I have been avoiding OSL because of performance issues.

However, my point is the lack of quick, intuitive feedback - both on the content and visual data like a histogram. The MapToMaterials, node window, and the preview window doesn't auto update after closing activeshade.

Wouldn't be great to have the ability to see the results of any selected node one the diffuse channel of the object with one keystroke? Also have a viewer the updates as quickly as one can scrub values?

Why don't the map node preview windows of certain shaders not show previews? How about the data nodes show their value? If a node is piped into another node how about having the spinners reflect that value? How about one click to bring node into parameter viewer?


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I personally never refer to the Thumbnails, Thumbnail rendering is off, due to performance issues with it on. Slate is much faster, also when using OSL running timeline in viewport Realtime etc.
I use the render view to determine shader changes, exclusively, I personally don't need the whole thumbnail system. Your mileage may vary.

The entire slate needs a reboot if some of what you list will become possible, that is not currectly a main target. Its a big effort, and if its a problem, you can just turn off the slowdowns, so not a showstopper directly.

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