Hey Will -
Thanks for the response. I hear what you’re saying, but converting to RGB values is not an issue. It’s just not the desired workflow.
I must not have explained clearly. My current method is not a work around. It is a workflow I’ve enjoyed for several years between all Adobe apps and also in Cinema 4D. A hex string stores the exact value of a color without having to remember or store 3 separate values like RGB or HSV does. Yes, I originally was using it because it is universal in Adobe apps, but it is an efficient workflow that I carried over to C4D several years back. And have found having that hex field available means copying and pasting a color value between materials and what not much more efficient.
The RGB or HSV sliders are convenient for mixing an original color. But once you have that color, you need to be able to use it across apps for different projects. Again, I’m not talking about just one color, but a whole set of colors used for a client’s brand.
I don’t think that pasting R value, then G value, then B value for EACH NODE of a gradient seems like less hoopla as you put it. In fact, it is quite a bit more hoopla. Rather than try to memorize (or write down even!) the 3 values and then go into a gradient widget and try to enter those three values for a color node, then rinse and repeat for each and every color, is just silly. In R18 and prior, hex field was available inside shaders. you can just paste one value. done. (As opposed to entering R, G & B or H, S & V info.)
It is a workflow that has worked great until R19. Why they changed it makes no sense to me. I’m hoping it was just an oversight and will be added back in.
I will just try to get into the habit of setting up my colors from the start, and storing them in the quick storage swatches, but that is not always the way things flow, and it still doesn’t help with why Hex is not available in shaders anymore.