Hi,
Thank you mburk.
I’m thinking about the best way to create a basic file manager for SuperPhysical.
First thoughts:
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Import a model in a subpatch called like “ImportModel” (one subpatch per model, easier to manage the settings for each model)
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automatically put the textures associated to the model at the right place, based on their names (Model1_Normal.jpg → Normal…)
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beside of each model, all settings accessible in one place for this model only (Roughness level, SSS level, bump level…)
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if the model is spreaded (by a Transform or any other parameter), all other parameters have to be spreaded too, to keep the same number of slices for each parameters, and avoid shifts in SuperPhysical.
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“collect” each slice in a list/spread (one spread per parameter), to feed the SuperPhysical shader.
Model_Slice0 : Model1.dae /// AlbedoTexture_Slice0 : Model1_Albedo.jpg /// BumpLevel_Slice0 : 0.5 /// TranslateX : 10 …
Model_Slice1 : Model2.dae /// AlbedoTexture_Slice1 : Model2_Albedo.jpg /// BumpLevel_Slice1 : 0.2 /// TranslateX : 8 …
Model_Slice2 : Model2.dae /// AlbedoTexture_Slice2 : Model2_Albedo.jpg /// BumpLevel_Slice2 : 0.2 /// TranslateX : -8 …
Model_Slice3 : Model2.dae /// AlbedoTexture_Slice3 : Model2_Albedo.jpg /// BumpLevel_Slice3 : 0.9 /// TranslateX : -16 …
Model_Slice4 : Model3.dae /// AlbedoTexture_Slice4 : Model3_Albedo.jpg /// BumpLevel_Slice4 : 0.1 /// TranslateX : 0 …
Model_Slice5 : Model3.dae /// AlbedoTexture_Slice5 : Model3_Albedo.jpg /// BumpLevel_Slice5 : 0.1 /// TranslateX : 10 …
Model_Slice6 : Model3.dae /// AlbedoTexture_Slice6 : Model3_Albedo.jpg /// BumpLevel_Slice6 : 0.3 /// TranslateX : 10 …
…
Here is a simple patch to give a better idea:
SuperPhysicalFileManager.zip (7.6 KB)
What do you think about it?
Should be more elegant ways to do this in VVVV, but it’s a start…