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Node based material / shader editor


Josh
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After playing a little with a few different systems, I do like this idea. I don't like Torque3D's implementation, but the Unreal implementation is fun to use.

 

I maintain that this won't do anything you couldn't easily do with a few lines of shader code, but I'll make one just because it is fun to play with.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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Lol, yay! Seems the way you have the shader system modularized would lend itself nicely to generating a material/shader dynamically. A lot of the UDK tools would be worth looking at and duplicating. I love how fast LeadWerks evolves and how easy it is to work with for the most part, adding good tools to it just makes it more and more appealing.

Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX

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Great! Granted there will be limitations to what you can do with it but I'd love to play around with something like that and I'm sure it will increase the engine's appeal.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Wonderful! Finally something I can be overly ecstatic about :)

 

 

Quick question, though I don't know how far ahead you have this idea setup, but will it be usable the way mental mill is? I would love to have the versatility that it does.

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