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

Reply via email to