[Bf-committers] Material Panel Proposal

ervin weber ervin.weber at gmail.com
Mon Feb 7 19:16:31 CET 2011


Hi,
thanks for your reply.

Your suggestions are good, I also think that it's better to just 
deactivate some controls.
The material type radiobutton has been kept out of the pipeline panel 
because users might find it more convenient.
Even if I find that it would be more logical to incorporate it into the 
panel.

I updated the mock-up after a small user survey on the kino3d forum.

Seems that the header icons doesn't appeal to everyone. The fact that 
the panels disappear, when a material node is not selected, seems to be 
enough of a hint.

I also swapped the node-material field with the material type 
radiobutton. The point is that the choice changes drastically the 
node-tree, and as such it's better positioned directly under the 
material selector.

Here is the new mock-up: http://www.pasteall.org/pic/8922

However, I'd love to hear what the "UI mafia" thinks about it, or so I 
was advised in IRC ;)



On 04/02/2011 20.51, Xavier Thomas wrote:
> Hi,
>
> As you said it is not perfect but I agree it is a good idea.
> My thinking is:
> - Do not change the panel organisation acording to what option is selected,
> just shade/deactivate some controls
> - I would inlude the material type (Surface/Wire/Volume/Halo) inside the
> render pipeline panel, leaving just the id selector above the preview.
>
> good work
>
> xavier
>
> 2011/2/4 ervin weber<ervin.weber at gmail.com>
>
>>
>> Hi all,
>>
>> I want to show you a proposal for the Material Panels regarding
>> handling of nodematerials. Even if it's not the perfect solution, I
>> think it's a step in the right direction.
>>
>> A patch, an image and a py script to test directly in Blender are
>> provided here:
>>
>>
>> http://projects.blender.org/tracker/index.php?func=detail&aid=25939&group_id=9&atid=127
>>
>> What the patch does:
>>
>> * Adds a new panel: "Render Pipeline Options" bringing together the
>>    material properties that belong to the pipeline level. Those are the
>>    properties not mixable in material nodes.
>>
>> * If use_nodes is enabled, it adds a new field under the material
>>    selector showing the selected material node, or a label telling you
>>    that none is selected.
>>
>> * If no node material is selected, it hides the panels containing the
>>    node material's properties
>>
>> * If use_node is enabled and a node material is selected, it adds a
>>    NODETREE icon in every header of panels containing node material's
>>    properties. The panels containing the base-material options remain
>>    unchanged
>>
>> Discussing in IRC I got positive feedback except for the last point.
>> Icons in headers are a bit ugly, but the need remains for showing the
>> user what properties are of basematerial and what of node material.
>> So I welcome better ideas :)
>>
>> I look forward for your comments, thanks.
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list