[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).

Ton Roosendaal ton at blender.org
Thu Feb 17 16:35:45 CET 2011


It makes perfect sense, since it follows the design and implementation  
of our render system. Whether you like this or not, call it bad names,  
but it's what we have, and it's perfectly understandable. A good UI  
design should respect and communicate this.

Pipeline options are about how gemeotry is processed, and it reflects  
in how render layers work. Wire, Halo, Ztransp, masking, are there.

This is separated from how shaders work. That goes to passes and that  
is what nodes work on. "Material override" also only does shaders.

Whether you like it or not, it's how the system works. The previous UI  
was giving a lot of confused reactions too... because maybe the UI was  
"intuitive", but *oops* it doesn't work that way unfortunately.


Ton Roosendaal  Blender Foundation   ton at blender.org    www.blender.org
Blender Institute   Entrepotdok 57A  1018AD Amsterdam   The Netherlands

On 17 Feb, 2011, at 12:06, Matt Ebb wrote:

> On Thursday, February 17, 2011, Daniel Salazar - 3Developer.com
> <zanqdo at gmail.com> wrote:
>> It makes perfect sense if you know how it works
> it doesn't make perfect sense and it never did in 2.4 either. The
> reason for this is that it's impossible to make a ui for this that is
> clear, usable and understandable because the internal system that it's
> supposed to be representing doesn't make sense. The current material
> node system is a dysfunctional mess and no amount of button
> rearranging is going to fix that or make it any easier to understand.
> Better to keep it how it was and at least retain some semblance of
> organisation and work on fixing the problem where it should be fixed
> rather than continuing to change things around for no clear
> improvement when things are supposed to be stabilised.
> Matt
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