Gianluca,
Thanks for all the work. The objects look very nice. I’m down with having a large assortment of shapes. I do have a few suggestions though, as this could quickly become very muddled.
First an aside on the shapes. It would be nice to have air bubbles in all the shapes that could be used for transparency. It would also be nice if the ring on the sphere were thinner. At the moment you don’t see much through the sphere except the ring (little info about transparency, caustics, refraction...).
The project folder should not have subfolders (materials, models, shaders, etc). Everyone who opens the project is forced to find files this way. It should be idiot proof.
Each shape should have its own project (Cube, Sphere, Cloth, Plane, Retro-organic). Having to sort through, and turn on and off, all the cameras, models, etc. in one big project is bound to lead to issues.
Is there a reason that 5 cameras are in the project? Is one camera not better?
The project still contains GI, which makes the solids look great, and creates a lot of problems for transparent objects and Bump/Displacement maps, and of course render times.
The caustics photon density of the key light should be higher than 1 maybe 2 (some folk won’t think to check this and common numbers for glass get higher.) Also, maybe splitting hairs, but the soft shadow and glass means a huge hit on rendering time.
It seems like the place where the material is to be added should be color coded red, so people know for certain where to drop their materials. The master material should either be called something like ‘your material here’ or it should be removed from the project.
Finally, if Gi and soft-shadows remain, does it make sense to have two folders in the project, one collected project for solids, and one for transparent and bump objects.
Most of this is trying to make this straight forward and idiot proof. Some one has to think for the masses.
It all looks great and it’s exciting to be moving forward to the material bank.
Yon