[Bf-gamedev] BGE Suggestions
blenderleo
blenderleo at gmx.de
Mon Nov 10 19:46:32 CET 2014
> our current filter system does not have a great way to facilitate
> these extra options at the moment.
Why? Other Actuators have options, too.
Can't the current filter system pass GUI options to shader uniforms?
A different feature that would be really awesome is the integration of
advanced material shader options (like Parallax Mapping, Subsurface
Scattering or Cube Enviroment Mapping) into the material editor.
For example, Parallax Mapping could be an additional panel with various
options.
There are plenty of implementations of this by blender artists, who swap
shaders via python. If those were right in the material properties, more
artists could use them without the need of coding knowledge.
What are the problems with integration these?
blenderleo
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