JDHill wrote:
I understand your suggestion, but my opinion is that such a level of indirection is untenable in the absence of a node-based interface. Even in the shallower 2-level system I suggest, the texture UI is completely switching context; at least it only has two modes -- with further nesting of more panels inside of those, it would quickly become confusing as to what was related to what, and how you get from here to there. It is not that I am against adopting a model such as the one you suggest, but there we begin talking more or less about rewriting Maxwell, whereas here, I am only talking about implementing texture instancing, which I feel is something that is lacking.
And I think it would be safe to guess you'll agree that in reality, even the flatter system I suggest would be pretty much revolutionary in terms of improving the texture workflow in Maxwell. Compared to the current workflow, the two are not even in the same universe, imho.
And for what it's worth, since you allude to my being a developer, this is what I would've proposed here whether I was coding or not. There is the cost-benefit to think of -- resources being finite, one thing necessarily takes from another. So with that in mind, I would suggest what I have, simply because I think it covers the greatest amount of ground, while not making its actual implementation too unlikely. Were the topic a clean-sheet rewrite, suffice to say, I would have very different suggestions than this one.
It's been very tenable in Max for years before there was a node based interface. It works just fine without nodes, unless by that you mean something more 'behind the scenes' and not just the UI?
I would agree that some level of instancing is better than none, for sure, but more robust instancing is an order of magnitude more useful. However, in terms of cost/benefit it's something that would be almost impossible to quantify in reality. My guess is that the higher end users that are doing more complex/realistic materials will be all for it, and many others would not care in the least. In that it will be like a great many other features and functions though.
It's not to say that I don't recognize a cost/benefit scenario is important, and core modifications to Maxwell are not to be taken lightly, but it is a mistake, IMO, to *start* with the problems and then generate a solution. That easily leads to cul-de-sac solutions that are more determined by past necessity than current necessity (just look at a good chunk of what makes up 3DSMax). The kind of programs that function the best, and that people respond to the best, are the ones that most efficiently solve the day to day problems that people have, and with the easiest to learn UI - on that we can both agree I'm sure. So in this case, the functionality and it's relative worth should take precedence over the implementation, at least until it's clearer how beneficial it might be.
I'm not saying you don't see that, or that we wouldn't arrive that the same place, but both our perspectives introduce bias in how we approach the issue. My bias is the one that favours the consumer though, and I think it's good for business to give that a serious look before going with what is convenient/least costly up-front.