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Initial alpha version of CentiLeo for Cinema 4D ready!
you are totally right that knowing engine may help you with UI, and i hope we`ll get improve in it.

i`m not a UI designer or programmer so it`s hard for me to explore that field, but i can provide feedback on a software as a user. So i`ll be waiting for a new stuff to check it.

Thank you for the fast reply!
Material UI design brainstorm
i think base Cinema 4D material editing layout is perfect. For example you might create more standart layout (for user, not engine priority):
  • Base Color (Or just Difuse or Color)
  • Reflection / Refraction (i think nobody start to build its material from reflection, that base is color in more cases, you can make Refectance like layering)
  • Transmission / Translucensy (These two confuse, i need help to understand why they are separated)
  • Bump
  • Emission
  • Displacement
  • Material Mask (Opacity? Alpha?)
Initial alpha version of CentiLeo for Cinema 4D ready!
For example, Octane material has tabs fr om left to right: Diffuse, Specular, Roughness, Film, Displacement, Opacity, Index... They are completely chaotic. For example, which layer among Specular, Diffuse, Roughness or Film evaluate the lighting first? You know and I also know because we opened it years ago to learn how it works. But for unprepared person it is unclear without docs, tutorials and years of propaganda wh ere is Roughness, it can be done for Specular or Diffuse or both. It's simply unclear. And why Diffuse goes before Specular even if Specular is executed first because it is the tint over diffuse
you`re talking about engine questions, for me as a designer that`s not neccecery to know. as i designer i have to load proper textures for roughness, bump, difuse and etc. how it workds — that`s the last thing i`m thinking about. i`m not an engineer or programmer. i do understand that you try to advocate your product but you asked for feedback, here is a feedback.

as i wrote: advanced users will investigate your render, but i know that a lot of people who will prefer clear and simple (=as for a child) interface instead of proper engine working sytem with a bit more complex material structure.

octane has its cons (anisotropy, mix material, no blending modes except multiply and others, you are right), but now we are talking about your product. And you know that if it outperforms Octane with speed and functionality and provides similiar clarity and simplicity you`ll win =)
Initial alpha version of CentiLeo for Cinema 4D ready!
Naming of which params do you ask? We name them with these names, except using Transmission instead of Refraction because our Transmission can be either refraction or trivial opacity (with IOR=1)
the overal naming is a bit confusing, the structure of material is not intuitive when you first open it

compare with simplicity of octane and cinema 4d ->
Initial alpha version of CentiLeo for Cinema 4D ready!
spent few minutes with this alpha, here are some thoughts:
  1. too complex material editing system
  2. sometimes c4d viewport start to lag (i think due to IPR)
  3. ipr now is not dockable
Overall: after simple and very handy Cinema`s / Octane`s material editors CentiLeo makes me confused. PDF instruction helps a bit, but without it i cann`t find material system "user friendly"

i think this might be the main "beginner`s" problem.

maybe for advanced max/maya (arnold, vray) users it is easy to understand how to create materials, but for beginners or people who used to have more clear naming of parametrs (like color, reflection, refraction, opacity etc) it will not be so understanable.

UI now is not handy.
Edited: Alexey Brin - Aug 26, 2016 16:03
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