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.
so Curves Visualization = hidden ?
on Layer Panel, eye icon = Switch layer visibility
on Node Inspector = This eye is used to hide or show parameters in the object inspector. Click on the eye to hide the parameter in the object inspector.
user result = confusing
eye is used for hide/unhide, dont matter the context. To keep the same procedure will be helpful
Currently, curves are simply not processed when hidden; you aren't just hiding them, you are disabling them. If the curves graph takes up too much space, you can switch to gradient mode, but it is better to use Simple or Levels modes, as they are faster and consume fewer resources.
`InLayerColor` is the color you used to paint on the layer with the brush (this allows the material to generate differently based on the brush color); it is not the color present on the material itself or on underlying components. If you need the color from underlying layers, use `InLowerLayer`; if you need the color from underlying components, use `InColorProperty`.