As I mentioned earlier, the Object Inspector is not limited to materials and texturing—those just happen to be the first areas where it has been applied; it can also be used for any other modifiers.
What about Smart Materials, will become obsolete and be discontinued on future versions ?
About Object Inspector, the plan is to make it only available for Texturing ?
or in future version could be an overhauling version (or similar but for modeling), available on modeling room to work as Modifiers on Blender or Modifiers on 3dsmax ?
Is the intention that the node based texture system works on all mesh types including voxel sculpt / surface sculpt / microdisplacement? I was kind of assuming it wasn't
If the intention is that it work across all these domains, I can provide a list of things It tried and something went wrong
ObjectInspector is a versatile window that will apply not only to materials but also to any non-destructive, procedural objects; materials and texturing simply happen to be the first areas where ObjectInspector's functionality is currently being demonstrated.
If there are errors or crashes when working with vector and surface objects, we need to catch and fix them—that is precisely why beta versions are released.
Just started playing with this. Seems pretty busted outside of the textured model mode. Is there a reason why it's possible to use outside of the textured model context right now? doing basically anything with the smart materials in voxel / surface / microdisplacement mode seems to break 3dc's runtime and require an app restart. I'd probably just disable it outside
A lot of the UX are named weirdly. What is the "Object Inspector"? It seems to be a layered effect compositor that allows you to assign metadata or modifiers to your object?
Typically in other 3d software an "inspector" would be a pane that allows you to inspect / edit the properties of a particular object, like its transform, name, etc.
other than this the beta seems really smooth to run, and did yall overhaul the UI? everything seems much snappier now. I like !
Yes, you can apply multiple filters to a single layer; to do this, create several "Material" components in the Object Inspector (since filters operate on material properties) and assign a specific filter to each one. Note that if you haven't painted anything on the layer with a brush, you need to select a mask for the filter to apply to, create an "OutMask" node, or click the "Toggle visibility of the mask" button to apply the changes to the entire layer.
Sorry... I am a little slow on this
Can filters be applied to the same layer ?
or must be added on another layer ?
works as adjustment layers on Photoshop ?
If yes, can be applied only to a Paint Layers Group ?
or it is applied globally ?
I liked the initial idea, if it is possible to convert any group to Filter (like example) it will be time saver.
//edit
sorry i was not clear, my question was about Baking. Do you refer to Bake on Retopo Room or where ?
This is the Profiler.
I’ve removed Frame/Group from the documentation; there’s a different approach now—inline nodes are used—and I’ll update the documentation soon.
Select **Object** if you want to work with the selected sculpt object; select **Layer** if you want to work with the selected PPP (Per-pixel painting) layer.
On Modifiers we can find Color Category (UserPrefs\NodeGraphs\NGModifiers)
But NGModifiers (Node Graph Modifiers) is a preset window intended for procedural effects that affect the shape or geometry of a model. In the code, they are often called “Deformers”.
location is right... or is it a Filter ? NodeGraphs\NGFilters
sorry but... where are this controls ?
Use Frame / Group: To avoid getting lost in a large graph, select blocks of nodes and create a `Frame`. Give it a clear name (e.g., “Base Color” or “Rust Normals”) and a color.
Monitor speed (Profiler): All nodes run on the GPU, but excessive use of dozens of real-time noise generators can slow down the preview on weaker graphics cards. Use Baking to fix complex sections of the graph.