[Bf-committers] Material Panel Proposal
blender at dingto.de
Mon Feb 7 19:55:05 CET 2011
I like mockup number 1 (with the material_type selector in the header)
Am 07.02.2011 19:16, schrieb ervin weber:
> 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
> 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:
>> 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
>> 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:
>>> 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
>>> 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
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