Any chance of getting a composite map like max with normal / multiply / add opacity + 10 slots or so? It's right now so hard to create procedural shaders in fstorm with only Mixmap available.
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well... I have seen more than 10 layers in some composite maps in my current job, talking literally here, I would be fine with 8 or around personally, or even less if I have to, but man to have only two is too complicated most of the times
you could implement a composite map like the one from 3dsmax, and pass it to the render as a bunch of mix textures nested for example, maybe there are even better ways, but I think is a very important map to don't have it
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I think 5 should do the trick at least for me.
Let's say you create a metal reflection map.
Layer 1: 2 Unicolors in a Mixmap blended by a falloff map
Layer 2: dirt big
Layer 3: dirt medium
Layer 4: dirt small
Layer 5: scratches
I think the biggest advantage is it's less time consuming + well-arranged + far more control over a shader.
Fstorm:
Tested some procedural used copper but wasn't really satisfied and quite frustrated at the end.
https://dl.dropboxusercontent.com/u/...2016-11-04.png
Corona:
Old corona test for used procedural iron
https://dl.dropboxusercontent.com/u/...ron%20Used.png
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"I think the biggest advantage is it's less time consuming + well-arranged + far more control over a shader.
Fstorm:
Tested some procedural used copper but wasn't really satisfied and quite frustrated at the end.
https://dl.dropboxusercontent.com/u/...2016-11-04.png
Corona:
Old corona test for used procedural iron
https://dl.dropboxusercontent.com/u/...ron%20Used.png"
If you want to get similar result, you have to use similar environment.
GPU renders are fast, but sensitive to material complexity. The best way is to build a texture stack in Photoshop with as many layers as you want and save it as a single image. Render is not Photoshop, it has a different mission.
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