QUOTE(mandrak @ 10/18/05, 05:32 AM)
Blurs, sharpens, glows, hilites,time mapping nodes, compositing modes node (like one in layered texture node) basically most of the nodes that You can get in any comping package like Digital Fusion for instance. Would be a nice thing to use hypershade as some sort of built-in compositing package. And that extension of it would be very useful for developing shader networks.
Yeah, and posibillity to fully develop different sampling nodes, for example incoming ilumination, indirect ilumination, even further FG, GI to sample speciffic lights only, shadows etc etc
Maybe I put in this wishlist things which are already implemented, but it's 5 o'clock in the morning and I had few beers so far
Levels offcourse is available as maya nodes, but just like in shake its divided into 2 separate nodes isntead of one compound one!
Blurs are a bit hard to achieve on procedural textures but maya does have a sort of blurfunctionality on most textures. Offcouyrse each procedural must achievce this internaly somehow. Since the notion of blurrequires you to have advance knowlege of the surrondings of the texturespace. While this is something thats ballanltly simple on a raster image its not so simple on a continious math function since it would indicate you have some kneowlege of the shaders internals outside of it. Since they are now eingeneered tow owrk the other way around for optimal rendering speed than say illustrator is its a bit hard to work a blur on top of this. File node offcourse does have a blur.
And you CAN use hypershade a s a comp package... indeed in lack of morphing tools ive used maya nurbs planes as 2d morph tools maya is actulay realy realy good at this when compared to most comp apckages. Besides its cheap to redner on a farm.
NOw developping thethe gi thing would be nice to implement as a node... problem here is that its probably more efficient to write shader code instead! I mean writing soemthing like the dirtmap shader isnt hard. IT takes 2 weeks time to invest on it and you can do it (asuming no piror programming knowlege, i know ive seen it done at 3 hours a day excluding weekends). However if on can make mayas node architecture more flexible in this sense by all means. I mena just take a look at how prman and slim does this, slim is grat in that it combines easy to use for the user and easy to develop for the developper. tough that said doing mr shaders isnt that hard you dont even need a compiler.
time phase is offcourse a aeasy one for prcedurals anyway. As for bitmaps im not sure youd want to do this inside a allready busy calculating cycle. but sure if someone wants to implement it sure why not, dont se it as super usefull tough.
But why woudl you want maya to be the all in all package. a hammer s hammer let a sledgehammer be a sledgehammer.... theyr designed for different jobs.