[Bf-committers] Texture assignment workflow is confusing
malefico
malefico at licuadorastudio.com
Thu Apr 29 15:04:42 CEST 2010
+1 to mapping options being in material/modifier/whatever
+1 to get shading influence settings out of texture panel and back into
material (mockup presented by Doug Olivier)
I believe the presence of a stack of slots in 2.4 or a list of textures
in 2.5 in the Texture panels is confusing. I know it is there to allow
fast browsing of textures which is great, but maybe it would be better
to split it into:
a. texture browser: showing names + small previews
b. texture editor: showing a big (BIG) preview of the texture, and its
parameters/options
Just an idea
Regards
malefico.
Roger Wickes wrote:
> 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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