Those node-things pretty much look like abacadabra to me, I am quite comfortable using max' material editor. Can anyone explain me the node-hype that seems to happen with all material editors nowadays? Why is it so good?
Just saw this: http://www.nodejoe.com/index_en.php NodeJoe is a plugin for 3dsmax that allows you a quick, clear and easy way of working with textures and materials. It uses the 3dsmax internal data structures to provide compatibility with all the materials and textures that work with 3dsmax. they have a free version to…
yeah i've been using one of these for max for a while and like gamedev really got into the node based system when I started working with Unreal 3. It is a quick way to play around and get different results and get what you are actually shooting for in the materials.
I think it's just generally easier to manage and see what maps go where. I personally don't mind using the default Max material editor, but I can see how people would appreciate the advantages of a node-based system... might give this a shot myself, thanks for the heads-up!
I had used 3dsmax for years before ever using a node-based material editor. I began working with them when I started using Unreal 3. The biggest difference for me was experimentation. I found it incredibly easy to connect, disconnect, add, etc. new objects to create really impressive materials. Its no longer about tweaking…
You can also get ShaderFX, from www.lumonix.net, which is like this but for real-time shaders... actually its remarkably similar to what lots of the "next-gen" engines are doing with their shader systems.