[Bf-taskforce25] Texture workflow update
William Reynish
william at reynish.com
Tue Jun 16 20:32:39 CEST 2009
Hi All,
The material/texturing workflow is already being tweaked a bit for
2.5. Previously this has been one of Blender's weak areas, so a little
optimizing will do good.
The first thing I'd like to mention, and this is something that has
already been done, is that all texture settings have been moved
together, inside the textures tab. This means far less jumping back
and forth between material and texture panels while tweaking textures.
Of course at the moment this also means you can't see a preview of the
final material while tweaking influence settings, but this can be
overcome by improving the texture preview widget like so:
http://www.reynish.com/files/blender25/texturepreview.png
The second thing that could be improved is how the texture influence
controls work. Currently some influence settings have a slider that
controls the intensity of that parameter; others share a single
slider. This is both confusing and inflexible. Though if all those
settings had its own slider the influence panel would quickly get
rather large. A solution to this problem is to simply remove all the
checkboxes, and only have sliders, like so:
http://www.reynish.com/files/blender25/textureinfluence.png
This also solves the issue of the old tripple-state checkboxes for
inverting values. These sliders can simply have negative values for
inverting the effect.
Using sliders only also means there is space to add more influence
parameters in the future, to be able to influence, say, SSS settings.
Lastly I've been thinking about ways to make the texture tab more
clear in what it relates to. Textures can affect both world, lamp and
materials, and you can get to each texture area by cycling through the
texture display buttons to go from world to lamp to materials.
This can really be cleared up so that we actually have three texture
tabs, one for each ID type that uses them. Instead of polluting the
main header buttons with too many tabs though, they can be tucked away
inside each ID tab, like so:
http://www.reynish.com/files/blender25/texturetabs.png
These sub-tabs can nicely be used for other things too, like a game
tab with two sub-categories for controlling scene-specific game
settings and object-specific game settings.
Cheers,
-William
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