Its not so much a D3D v's GL thing.I'm talking about making shaders accessible to artists, something that just isn't done with GL outide of expensive engines. Which is why I brought up Unreal. It has a nice artist friendly node based shader material editor similar to the one I bought for 3dsmax $250.
There's no point to having a fancy render engine if artists struggle produce anything for it. Without a good material pipeline a shader based engine is pretty much useless.
There's no point to having a fancy render engine if artists struggle produce anything for it. Without a good material pipeline a shader based engine is pretty much useless.