[Bf-committers] Material/TexFace cleanup round 2 for texture painting

Antony Riakiotakis kalast at gmail.com
Wed Jun 19 14:11:54 CEST 2013


>
> Something that will do a lot of good though
> is that whatever is decided on it should work the same way for texture
> baking and there is a benefit to baking to multiple textures (one per baked
> mesh).
>

While I agree that baking to multiple textures is useful, it is a different
use case altogether. A per object "bake image" approach may be good here.

Also, might I suggest a per object (or mesh) uv/image pair instead of doing
> in a per material texture basis? How would you wrangle the different images
> on a per material basis? Would you choose to paint to the specific map
> type? Or would there simply be an anonymous enumeration of images and the
> texture coordinate space they use?
>

This is what the second proposal is about more or less, enumeration on a
per material, per texture slot basis. I can't think of another approach
when multiple textures may be used to influence the same shading attribute
(specular, diffuse, etc.)

Having a per object uv/image pair is not good in my opinion: The
obfuscation in the current approach is derived from two factors:

1) The user expects painting to have an immediate effect on rendering
2) The tediousness of the setup process

Having a per object image will help with 2 somewhat but the confusion with
1 will be the same.


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