If any or more of these points are already being processed by the heroes of ProRender, please dismiss it.
This list isn't built in any order; it's just which feature pops into my mind first. Sorry about that. Already got so many ideas to improve this great render even more!
I'll be on holiday for a week so I won't be able to answer any questions for a while, I'm sorry.
I'm not whining about any missing features or bugs - I love ProRender and just want to help improve it even more. This is the best renderer I have ever seen! Fast rendering Motion Blur and Depth of Field - amazing. My iMac finally comes to live! Thank you so much guys!
Hey thanks! Lots of stuff there.
Let me reply with thoughts:
This seems like opinion.... some prefer metalness some IOR. We choose metalness to match principled
These aren't highest priority tbh. But we will get around to fixing
We are working something in a few months that will expand shader system massively. Stay tuned.
I'm not sure what exactly we can do here. I think the thing is that Node Wrangler is hard coded for certain nodes. I'll look into the preview texture part.
Do you have an example of this?
The ramp node works. Is that what you're asking for.
On our list
It doesn't really make sense to have in the shader node. As a separate material input makes more sense here. We did some work to make this work similar to cycles recently. See the displacement thread
This is easier said than done. As much as Andrew "blederguru" likes to harp on it . For example what if your texture node links to two different inputs, one that needs sRGB and not? What if you want to override. We'd rather follow the Blender convention here.
Can you provide an example? Don't want to guess at your shader setup.
What do you mean? Any nodes that are in the menu should work with uber.
Ummm.... so you want something that you know is not possible in the Blender UI? Either way I'm involved in blender dev discussions. I'd agree a better solution in Blender would benefit all.
Hmm, let me look into that. Again with the above we can't change the blender UI limitations but maybe something can be done.
Right now we're focused on converting nodes automatically from blender. We're making that dramatically better in coming months.
RenderMan has something similar (I should know, I wrote this: Diagnostics ) It would be nice to do something like this.
How do you think this should be exposed
You don't have to set a tile size in RPR unless you're doing the tiled option. The sizes shouldn't make a huge difference in RPR.
Basically use the AI denoiser. Always
(I lost count of original numbers)
1. Metalness AND IOR are on the principled node, but a "virtual IOR" is calculated from metalness for specular. Only refraction uses the IOR value.
3. View layer override. That should be doable.
4. Gradiant. Can you attach a scene of what you're doing?
5. Global switch to make new materials Uber. I think we can do that too. Also we added an "Upgrade principled to Uber" button in the material properties
AI Denoiser = ML (machine learning) denoiser. Sorry for that we call it both internally,
I added a simple scene file to my original post (I hope it worked) with the broken gradient in it. Please let me know if it's clear this way.
Errrr that's a bit too technical for me I gues
It's just that I can't rotate the gradient the way I'm used to in Cycles, that's all.