[Bf-funboard] Large Texture buttons redesign proposal
Thorsten Wilms
bf-funboard@blender.org
Mon, 17 Nov 2003 19:04:28 +0100
Hi William,
I very much like the way you start with this proposal by organizing
things according to levels. Good work sofar, however:
About Material/Lamp/World:
Your Layout puts them where they belong.
That is, if they should stay in Blender. I think they should be
removed. Textures assigned to a lamp can be easily reached by
selecting the lamp. World textures could be shown when no object
is selected. What happens when you have 2 lamps with textures, both
not selected and the user clicks the Lamp button?
If I missed something important here, please explain it to me!
Texture Channels:
For consitency you should use the widgets used for Datablocks
everywhere. Especialy because you have Texture blocks just below.
Texture Type:
How are 2 listboxes supposed to work for activating only 1 type
at any time? And it doesn't help with realizing that Blender has
procedural textures, because there are no labels! And I think
it's clear enough that there are procedural textures in Blender
anyway.
Better group them inside one listbox.
It might be better to use arrays of check- or option-buttons
sometimes. Visibility and direct access are nice to have!
---
Thorsten