[Bf-committers] Texture assignment workflow is confusing

§ĥřïñïďĥï Ŗäö shrinidhi666 at gmail.com
Thu Apr 29 06:20:35 CEST 2010


On Thu, Apr 29, 2010 at 6:15 AM, Doug Ollivier <doug at doug.org.nz> wrote:

>
> Just to chime in here since this topic raised my eyebrows.
> Blender can drop the texture-influence panel by opting for a "texture
> socket" type system, where the texture is plugged into a value at the
> location of influence/use.
> This would be a nice clean departure from Blender 2.x series layout, but
> is semantically and intuitively more logical than the existing.
>
> Imagine a way to plug either a BW/A or RGB/A image into any value or
> colour socket at any location
>
> http://www.pasteall.org/pic/show.php?id=2989
>
> Note: The example only shows the button where you click to choose or
> activate a texture, and does not show the options around using this
> texture which would need to expand out at time of use.
>
> Advantages
> ** Many people will only apply a texture to a single value, this system
> handles that scenario significantly faster than the existing and can
> also handle applying the same texture to values all over the place....
> with different overlay values (i.e. add, subtract would then be a per
> channel change.
> ** This system gives a very good visual, and intuitive pipe through to
> the textures panel from the materials panel.
> ** It will also bring the Standard texturing tools more in line with the
> nodes editing tools without pushing the user into a new interface.  in
> fact full nodes structures can then be derived from these socket links
> for an alternate method of editing the same/more complex setups display
> ** this concept is in line with the idea of being able to animate ANY
> value in the interface, as it now allows a texture or node input into
> any 2D/3D value in the interface.
>
> Cheers
>
>
>
The best solution so far i believe :) . and a very logical one too .

cheers
shrinidhi
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