The most powerful paradigm for material design I have yet to see is the Shader
Builder found in Wavefront.
While I'm sure none at the YG would want to be accused of pure copying, the
network-based building of materials has many advantages:
– a firm theoretical foundation (network theory, object-oriented
development, etc.)
– vitually infinite extensibility
– graphically representable (user-interface, productivity)
– provides for modular reusability (productivity, material organization)
I would like this thread to be followed up and commented on by all those who
have an interest in lending direction to the material creation aspects of MAX
development and future versions of the same.
Some possible topics for discussion are:
– applicability of a network-based solution
– computational intentisity, vis-a-vis, implementation and platform
capabilities
– user interface design
– modularity and reusability of material definitions
I'm sure you will think of others.
Regards,
BP