ShaderFX is a great addition to Maya but creating a complex shader easily becomes hard to work with.
Here are some workflow suggestions which would make it easier to manage complex shaders.
Merge Stringray PBS and ShaderFX Shader
Stringray PBS should be available inside ShaderFX Shader as well as a surface shader. As stringray is EOL now, it would be good to merge these and remove the disparity in features like groups and material variable and make it more unified. These should solve the following issues regarding workflow.
- Groups (Material Functions) are a great workflow improvement to manage complex shader but is not available in Stringray PBS
- Parameter Group should be available in Stringray PBS
- Right-Click search menu would enable user to be much faster to work on shader
- Re-use material variables in the same graph, so that we do not have one variable connecting to all its use cases. This is present in unreal as well, where we duplicate a parameter and name it the same, so it becomes a instance of the variable inside the node graph and maintains state changes.
- Optional exposed name ( Ability to name a parameter different from its internal name)
- UI for better sorting and grouping of parameters. Rather than doing it manually by searching across the node graph, if we can have a UI editor where we can manually re-order the parameters.