Hi I purchased this as I think it is a great idea and your lightmixer tool is great but I have had a few issues with this. Firstly I was expecting there to be the painting tool that you demoed in one of your videos. I can’t find it, is the feature to be able to paint directly onto meshes in unity available in this version ? If not is it planned to be added ?
I would have thought that was one of the main benefits of your tool as you could paint dirt or blood onto objects in a unity scene quickly and not have to worry about draw calls. That’s something you couldn’t be able to do in an external tool as you would only be able to show one object at a time rather than work on a unity scene and you wouldn’t be able to see how it would look rendered by unity as you paint.
Also for beginners I think it would be easier for them to understand the notion of painting directly rather than having to worry about setting up maps in an external program.
Ideally when you created a new project in materializer you would have the option to add the maps like you have now but also perhaps a paint setup wizard that would just generate blank maps and allow you to start painting on the mesh.
Secondly I’m assuming the texture format in Jove 2 must have changed from Jove 1 as it doesn’t appear to look correct with Jove 2. I tested it with the free Lux package to check I was doing it correctly and it works correctly with that.
Could you please correct this, also it might be worth including a tool that can allow you to convert one texture format to another after they have been generated. For example if you used materializer to produce maps for Alloy you could then put those maps into a tool and tell it to convert them for use in Jove 2.
Also I notice that you were using the Unity 5 beta but were demoing the tool with Alloy shaders rather than Unity’s PBR ? What was the reason for this ? Does Alloy produce better results than Unity’s pbr or do they just perform a lot faster ? One of the reasons I’m interested in Jove 2 is it’s incredibly high performance. I get faster rendering performance using it with a scene with 400 lights than I do with Lux using 1 light for example in Unity 4. I think this is mainly because Unity 4 has a fairly slow deferred renderer. I was wondering how much progress Unity had made with Unity 5 on this front.
Also on the screen where you select which map to paint on does it also display maps other than just the color maps ? I painted a mesh two colors and was expecting 2 maps as a result to select from but instead had 6 with some of them being almost entirely white which wasn’t a color I had used ?
I think in general it might be better to make it easier to separate things out more. For example I think with the nodes you should separate materials from functions. For example aluminium is a material but I would consider rivet a function.
Speaking of rivet I don’t know if the package imported wrong or something but I managed to crash unity when trying to link aluminium to rivet. Unity displayed the error unable to find rivet material even though there was an icon for it in you materializer.
Thanks overal materializer looks like a very promising tool
Ian