[Bf-committers] Texture assignment workflow is confusing
Roger Wickes
rogerwickes at yahoo.com
Wed Apr 28 20:02:11 CEST 2010
having two texture channels mapping the SAME texture
is a common thing I do with the cloud texture. One big,
the other small, to give non-uniform shading. The Mat-Tex
is a JOIN in database parlance. the Join table is really a
separate entity.
I +1 Carsten to have the mapping panels in whatever maps
the texture - the world, the material, the lamp, the modifier
(displacement), the whatever (video speed control? Volume Density?),
since there will be variations on how it applies
that particular texture to that particular object type.
--Roger
________________________________
From: Carsten Wartmann <cw at blenderbuch.de>
To: bf-blender developers <bf-committers at blender.org>
Sent: Wed, April 28, 2010 10:53:12 AM
Subject: Re: [Bf-committers] Texture assignment workflow is confusing
Knapp schrieb:
> The worst bit about 2.4 was that map to and map input should have been
> in the textures panel not the materials panel. Or everything under the
>
Having two materials using ONE texture but with different mapping is not
that seldom and I think then it is much more logical to have the mapping
in the material panel like 2.4x had.
Carsten
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