So many things, and we have tried to cover them all in a series of videotutorials.
Introduction to stickers video:
We have recorded some use sessions dressing real-life electronic devices for you to get a feel of what working with stickers looks like:
As mentioned earlier, stickers allow you to play with the underlying object material to create super-interesting effects.
A sticker may contribute its diffuse, specular, roughness, bump, … properties, or taken them from the underlying object material. This way you could for example place a sticker that only contributes its bump and create an engraving very easily. The animation above exemplifies this creating oily fingerprints.
Another incredible feature of our stickers is that they are based on our super-complete material/map system. One can for example use an Adobe Substance (SBSAR) file to give solution to advanced needs, such as user-editable text in this example:
As usual with new features in Maverick, we have grown the Library with a plethora of useful stock stickers. Among many other things, they feature classic electronics iconography, and user-editable text using SBSAR nodes to easily create labels.
Usability improvements (UX)
Maverick has matured a lot, and every month we take a long stride in our roadmap. One of our main areas of focus is usability and we try to pay close attention to the sessions of use that sometimes we have with customers.
Navigation through nodes has always been a rather confusing subject where we identified a possible path of improvement. In this release we have added a new header to the Attribute Editor that stays anchored to the root node you are working on. So, for example, if you are working on a material, you can easily and visually access all the material’s dependencies. Like this:
After some weeks testing this approach we feel that usability has improved considerably.
We have also added at the bottom of the Attributes panel a button to show/hide the least-frequently-used rollups. So in average you get a less cluttered UI now:
Another area of friction in usability was when one wanted to convert a node to another type. Say, convert from plaster to plastic or to glass or to metal. We have added a new combobox in the Attributes panel header where you can easily do this. All reciprocal attributes and connections are transported seamlessly. And this converter works for all node families. So it works for materials, maps, etc… Although it is for materials where it is particularly useful.
We have done many other smaller improvements here and there. A special mention goes to a frequently requested function to send the backplate image resolution to the render resolution:
This is all… FOR NOW!
Please remember that you can download a 30-day trial of Maverick here: