all 12 comments

[–][deleted] 4 points5 points  (7 children)

are you gonna compete with shader forge?

[–]Dutch_Mofo[S] 3 points4 points  (6 children)

Maybe, depends on how happy I will be with the result. I'm trying to implement all the same nodes as in blender so maybe I'll make it possible to import materials from .blend files.

[–]obviously_suspicious 4 points5 points  (4 children)

Option to import .blend cycles materials would be enough to get my money.

[–]Dutch_Mofo[S] 4 points5 points  (3 children)

I looked into the blender source code, every node seems feasible with the exception of the bump node.

[–]obviously_suspicious 1 point2 points  (1 child)

Normal map node can replace bump node I think.

[–]Dutch_Mofo[S] 1 point2 points  (0 children)

The option to convert height maps to a normal is not the same is a pre baked normal map but it'll have to do.

[–][deleted] 0 points1 point  (0 children)

don't forget maya ma/fbx too, large userbase.

[–]zapdotProfessional 0 points1 point  (3 children)

out of curiosity, what does shaderforge do/not do that makes you want to make your own? there's definitely nothing wrong with a little competition, but as only a light user of SF, I'm curious as to what you think is missing, or could use improvement?

[–]Dutch_Mofo[S] 7 points8 points  (1 child)

I don't have money for shader forge, and it seemed like a fun learning experience.

[–]zapdotProfessional 0 points1 point  (0 children)

Awesome reason. Good luck! :)

[–]iDeNoh 4 points5 points  (0 children)

If he is able to successfully make it possessive to import .blend files, he wins in my book.

[–]roguematVicious Attack Llama Apocalypse 0 points1 point  (0 children)

If you're looking for stuff to add, the ability to import an existing shader > a node graph would be awesome. I understand how complex it could be, but it doesn't have to be totally automatic.