A big breakthrough today.. (for me at least, lol).
I've wanted the LR Mix material to work for some time,
so I've created a GUI for the material, and been thinking about how to implement it.
You choose shader in 2 first slots (any LR shader).
and then the mix amount.
The problem was this:
When you add materials like this INTO a "mix" shader, it automatically becomes a submaterial.
The current code did not allow you to check for parameters inside a sub material,
only in the "top" material.
So I've been testing since last release of luxmax, and today I found a way to do this
without rewriting the whole material system.
Here's my output from my test:
#setting up mix material
#m->GetSubMtlTVName: Material 1: Material #8 ( LR Metal )
"#Metal type in submaterial is: " ["gold"]
As you can see I've grabbed the metal type from the "submaterial" metal shader.
This did not work before. But now I can pass the parameters freely.
screenshots:
Main shader:
Submaterial #1:
This means that the mix shader is one gigantic step closer.