- Materials will be controlled on the "batch" level, that is, by using ATTRibutes. You'll be able to change materials mid-object.
- Materials will be grouped into "material classes" - the material class will be mutually exclusive. So if we have a metal material class and a "plastic" material class, you won't be able to combine them.
- There will be some kind of material class that corresponds to the current behavior, and all of the existing attributes will keep working; probably there will be a newer, cleaner way to state in an OBJ what you can already do now.
- You will set all material class parameters at once. This simplifies the syntax and assures that we don't have any strange mix & match combinations.
I do not yet know how normal and gloss maps fit in. Normal maps may be useful to multiple material classes; gloss maps are somewhat material class specific (in that if a material class has no concept of gloss, the gloss map is moot). It is definitely advantageous to pack a normal map and gloss map into a single texture (a la blender).
The main point of material classes is to create the infrastructure for complex extensions to the material system in a clean way. Adding additional attributes creates an NxN problem - for each new attribute I add, I have to consider how it interacts with every other attribute. By comparison, a new material class by definition shuts all other material classes off.
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