Is there any interesting open source procedural texture library out there?<div><br clear="all">Daniel Salazar<br>3Developer.com<br>
<br><br><div class="gmail_quote">On Thu, Nov 3, 2011 at 2:31 PM, Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be">brechtvanlommel@pandora.be</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Hi,<br>
<br>
Just to be clear here, the Cycles texture nodes are completely<br>
separate from the blender textures. While they are practically<br>
identical now, they don't have to be. Materials and shaders are very<br>
different anyway, so textures changing as well seems reasonable to me.<br>
<span class="HOEnZb"><font color="#888888"><br>
Brecht.<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
<br>
On Thu, Nov 3, 2011 at 8:57 PM, Kel M <<a href="mailto:kelvinshrek@gmail.com">kelvinshrek@gmail.com</a>> wrote:<br>
><br>
><br>
> On Thu, Nov 3, 2011 at 3:46 PM, Thomas Dinges <<a href="mailto:blender@dingto.org">blender@dingto.org</a>> wrote:<br>
>><br>
>> Well, we have not changed the procedural textures in years!!<br>
>> I don't like the argument that developers should stop doing changes just<br>
>> due to documentation.<br>
>> Improving our current procedurals is really needed, and some changes there<br>
>> won't hurt.<br>
>><br>
><br>
> Well, you make a good point there. I'm not saying that developers should<br>
> just stop editing everything, just to think about what kind of effects it<br>
> would have. And yeah, after thinking about it more, a unified noise texture<br>
> makes more sense than what we have now. Perhaps make the 'Clouds', 'Marble',<br>
> etc. as a row of buttons at the top of the Noise texture panel, that would<br>
> alleviate confusion. :)<br>
><br>
><br>
>><br>
>> We always have to make sure we do better. If these changes simplify code<br>
>> and usability, do it.<br>
>> And I agree with Daniel and Brecht here, we have some textures that nearly<br>
>> do the same, unifying them is a good way forward.<br>
>> And again, it's not that we change such things every few weeks. ;-)<br>
>><br>
><br>
><br>
><br>
>><br>
>> Am 03.11.2011 20:40, schrieb Kel M:<br>
>><br>
>> We're not talking about Cycles. I don't think Brecht or Daniel even<br>
>> mentioned it.<br>
>><br>
>> And yes, 2.5 wreaked havoc, but the benefits far outweighed any<br>
>> documentation problems. As for reorganizing the textures, well, that can be<br>
>> debated, cost vs. benefits.<br>
>><br>
>> And, beginners don't follow development, or read release logs.<br>
>><br>
>> On Thu, Nov 3, 2011 at 3:34 PM, Thomas Dinges <<a href="mailto:blender@dingto.org">blender@dingto.org</a>> wrote:<br>
>>><br>
>>> Tutorials are valid for the version they have been written for.<br>
>>> If a Tutorial is done with 2.60, it's nice if it's still 100% accurate<br>
>>> for 2.61, but imho this should not restrict us from doing changes. We have<br>
>>> to document the changes well in the release logs and then it is fine.<br>
>>><br>
>>> You could bring the same argument for lots of changes actually. Should we<br>
>>> not have done 2.5, because compared to 2.4 all the buttons are elsewhere?<br>
>>> ;-)<br>
>>><br>
>> --<br>
>> Thomas Dinges<br>
>> Blender Developer, Artist and Musician<br>
>><br>
>> <a href="http://www.dingto.org" target="_blank">www.dingto.org</a><br>
>><br>
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><br>
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</div></div></blockquote></div><br></div>