Forums › Wish List › Designing a fast material editor with most of the functionality of nodes › Reply To: Designing a fast material editor with most of the functionality of nodes
Regarding channels, we have quite a bit more flexibility than you may be used to. Everything you render in bella is an instance of some geometry, and each instance may have not only its own material, but its own per-triangle materials, and furthermore, different textures may be associated with different UV sets on each instance. Here is an example:
There is only one mesh plane here, instanced five times, with different combinations of material, per-triangle material, and per-instance use of UVs.
Regarding the question of a specialized metal, I think Albert would say that for the lambert case we do have the bella lambert material, while for other cases, the conductor material should already be optimized as well as we (currently) know how to do. And even if not, we would not need a separate type to handle a medium-to-high roughness case, since if a further optimization was possible, we could just detect that the chosen value was in the optmizable range, and have it use a different piece of code.