[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [34914] trunk/blender/release/scripts/ui/ properties_material.py: Commit patch [#25939] material panel proposal by Ervin Weber (lusque).

Tobias Oelgarte tobias.oelgarte at googlemail.com
Wed Feb 16 22:56:26 CET 2011

What i really dislike is the confusion between program internal view and 
the users perspective. We have a panel that is called "Transparency". 
But you can't get transparency with this panel alone. Thats the point 
when confusion starts, even before any kind of node is involved. What i 
strongly dislike is the need for another panel. When i think of Blender 
2.5 then there are two things that annoy me.

At first, that the "option-lists" are soooo long. You need often to 
scroll to get to your options. You can scale the panels, but what is the 
result, when the font is so small that you can blearily read it. As a 
daily user of Blender i want the most direct way to access the options. 
Panelheaders are just a waste of space in my eyes.

The second thing are the scrollbars. If you are lucky and the 
"option-list" isn't sooo long, that you can really fit anything inside, 
then you have that ugly space to your right. Properties + Toolshelf + 
Propertypanel = 45 Pixels of empty, useless space.

More compact and less panels could be a blessing, in my opinion.

Tobias Oelgarte

Am 16.02.2011 22:40, schrieb Daniel Salazar - 3Developer.com:
> Just to explain a bit more after talking to some people in IRC. Shadeless is
> an example of a shader level option. so it should be *local*. You can also
> control how much of transparency a shader's got locally; BUT the option to
> enable transparency or not is *global* for the entire shader tree. Same goes
> with the other settings in the pipeline panel. SO we can say the old UI was
> wrong and leads to questions like "why does one shader in a nodetree
> overwrites another shader?"
> hope it helps
> Daniel Salazar
> 2011/2/16 Daniel Salazar - 3Developer.com<zanqdo at gmail.com>
>> The reason those options are there is because they apply to the entire
>> shader tree. It makes perfect sense if you know how it works and actually
>> could lead to a better understanding. This is a great chance to explain this
>> in your book!
>> Daniel Salazar
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