[Bf-committers] Texture assignment workflow is confusing

Colby Klein shakesoda at gmail.com
Mon Apr 26 10:34:05 CEST 2010


Is there a particular problem with just making a switch in the texture panel itself to go between world and materials?

I think that's better than duplicating anything and it's much less obscure than changing based on the previous panel.

-- Colby

On Apr 26, 2010, at 12:34 AM, Joshua Leung wrote:

> I only partially agree with these comments. See responses interspersed
> with the quoted text...
> 
> On Mon, Apr 26, 2010 at 6:55 PM, Damir Prebeg <blend.factory at gmail.com> wrote:
>> Since there's no texture panels in material (or World) buttons anymore,
>> current texture assignment is anything but logic.
>> 
>> If I want to assign texture to the world, as first step I have to click on
>> world button, and second on texture button. Then, if I want to assign some
>> texture to material, I must activate material buttons then again texture
>> buttons.
>> ... snip ...
>> 
>> And second, if I want to assign a texture to the World and (by mistake) I
>> click on material button first and then on texture button, I will for most
>> sure assign by accident that texture to an active material, not to the
>> World. If no one had this particular mistake with 2.5 then I must be really
>> dumb.
> 
> I agree with this point. This effectively means that sometimes you
> need to remember what panel you clicked on last, and also increases
> the amount of clicking back and forth that needs to be done.
> 
> On Mon, Apr 26, 2010 at 6:55 PM, Damir Prebeg <blend.factory at gmail.com> wrote:
>> First, I really don't see any reason for removing texture assignment panel
>> from material buttons since texture is part of material isn't it?. In 2.4x I
>> can assign texture to selected material directly from material buttons.
>> 
>> ... snip ...
>> 
>> Solution? I think that texture buttons should be only used for texture
>> editing, not for texture assignment, and texture assignment panel should be
>> returned to the Material and World buttons.
> 
> You're partly correct that the texture assignment is part of the
> material/world/lamp data instead, since that's where the "Texture
> Slots" reside.
> 
> However, the primary problem with having this information presented
> ONLY in the old locations (as many users have complained over the
> years), is that tweaking texture mapping often required trips between
> the texture and other-shading panels to adjust texture settings then
> tweak the mapping.
> 
> In this case, I wonder whether just having these settings in two
> places might be a better compromise? This still doesn't nicely solve
> the dilemma of "where we get the texture stack from for the texture
> buttons", but solves the issue you mention IMO.
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