having two texture channels mapping the SAME texture is a common thing I do with the cloud texture. One big, the other small, to give non-uniform shading. The Mat-Tex is a JOIN in database parlance. the Join table is really a separate entity.
I +1 Carsten to have the mapping panels in whatever maps the texture - the world, the material, the lamp, the modifier (displacement), the whatever (video speed control? Volume Density?), since there will be variations on how it applies that particular texture to that particular object type. --Roger ________________________________ From: Carsten Wartmann <[email protected]> To: bf-blender developers <[email protected]> Sent: Wed, April 28, 2010 10:53:12 AM Subject: Re: [Bf-committers] Texture assignment workflow is confusing Knapp schrieb: > The worst bit about 2.4 was that map to and map input should have been > in the textures panel not the materials panel. Or everything under the > Having two materials using ONE texture but with different mapping is not that seldom and I think then it is much more logical to have the mapping in the material panel like 2.4x had. Carsten _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
