Not sure I understand your question. If you want to use generated textures in Blender, yes it will work (I think you will have to use the "Unity" export option to get correct normal maps).
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The Blend node has quite a few modes, and multiply is probably the way to go to mix your star with your Perlin noise. You should set the opacity to 1 in that case. But lighten or darken could be good alternatives depending on the result you expect.
I will investigate missing blending modes.
Thanks a lot for your feedback.
You can focus the library's search box using Ctrl-F, but sure you still have to drag'n'drop the node. Showing the library as a popup to directly add nodes (either with a shortcut or when connecting an output to empty space in the graph view) is somewhere on the roadmap. ;)
About parameters, would you like to have them as inputs ? And have math nodes to build expressions for those parameters ? I think this is too complicated and I cannot find a good reason for that. Please don't hesitate to describe a use case so I can think about how to solve it.
No. The plugin will just allow you to use .ptex resources as SpatialMaterials in 3D scenes.
Getting generated shader code should be easy (it's already possible manually using the Debug node), but I'm not sure how that could be used in Godot.
Fixing Godot integration is my next task. The addon will provide an import plugin that generates SpatialMaterials from .ptex files (textures can either be prerendered, or generated at runtime). It will not be possible to run Material Maker inside Godot anymore.
Thanks for your feedback !
The low res (1k) maps that are provided (I wanted to keep downloads as small as possible) make reflections look really bad on polished metallic materials. Would providing higher res panoramas and increasing their radiance size solve your problem completely?
After (with 2k panorama):
I think you can drag the arrows up and down to change the value, but I must admit I don't like that widget. I'd like to use the same widget for all float values, but this one is too annoying for everything you'd like to change quickly, and the horizontal slider is just awful when you need to set a precise value.
Not sure when I can code this, but I really like your suggestion.
1. Not in this release. But there will be a button for this in 0.7.
2. It was removed in 0.6 (due to major refactoring) and will be back in 0.7.
3. This really needs documentation (not only about how to write custom shaders, but also about how Material Maker works with shaders) and I'll write this soon. Anyway, many nodes are implemented as shaders, so you can select one, hit Ctrl-F and use the pencil button to see how it is implemented.
There is an old release of Material Maker in the Godot AssetLib. If you want to test it, just install it, activate the extension, and click the "Material Maker" button in the top right corner of Godot. In this integrated version, File->Export will generate a SpatialMaterial .tres file that you can use directly.
The new one (0.6) is not integrated yet in Godot. There's progress in the export_plugin Github branch, but I'm not satisfied with it yet. It will be available in the AssetLib whenever it's ready.
If you use 0.6, exporting a material generates a few png files. Then you will have to create a SpatialMaterial in Godot, use ..._albedo.png for albedo, ..._orm.png for ambient occlusion (R channel), roughness (G) and metallic (B), ...depth_texture.png for depth, ..._normal_texture.png for normal map and ..._emission.png for emission.
Adding new maps would (will) be a piece of cake. Thanks to Godot, I can add textures for Rim, Clearcoat, Anisotropy, Subsurface scattering, Transmission and Refraction.
But first, I have to understand what they are used for. :p