Awesome, was curious how light-wave did it. They are all seeming relatively similar with minor differences in approach.
Any wild cards out there from strange softwares etc? On 30/04/2010 1:40 p.m., Daniel Salazar - 3Developer.com wrote: > Ive suggested this type of texture managing in the past inspired on > Lightwave where you can assign a texture or a texture stack to each > value > > Material properties with a T icon to launch texture stack > > http://www.except.nl/lightwave/hdr/images/Surface_notgood_sm.png > > Texture Stack > > http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/StainedGlass/SGlassImages/SGlass19B-LayerStack.jpg > > nice... > > Daniel Salazar > www.3developer.com > > > > On Thu, Apr 29, 2010 at 7:32 PM, Doug Ollivier<[email protected]> wrote: > >> On 30/04/2010 3:49 a.m., Knapp wrote: >> >>> I only use Blender but I was wondering if the other 3d packages have >>> found a good way to handle this texture/materials problem? Could we >>> incorporate some good ideas this way? Why reinvent the wheel? Does >>> anyone have a favorite other system? How does it work? >>> >>> I am not putting down the other ideas given so far, just hoping to >>> find all the options before we pick the best. >>> >>> >> For those who have just joined my concept is to move the texture >> assignment to the point of control/use/influence when setting up a >> material in order to create a semantic/logicial link between action and >> affect : http://www.pasteall.org/pic/show.php?id=2989 >> >> Note: I dislike submitting ideas and saying they were influenced by the >> big boys, because I find it sometimes elicits a "we don't want to copy" >> response, and forces us to reinvent the wheel due to the pride of being >> independent and creative. However, pride aside, I agree that looking at >> how others have solved a problem, and then improving on their solutions >> is one of the best methods of development, its not revolutionary, but >> nor were puffer-fish, they evolved from something way less exciting. >> >> I'll outline the two softwares that I have used that give any real >> control over multiple textures, I am curious what great softwares others >> have used that solve these issues. But to sum it up I found the easiest >> to use ones use a socket type system. The non-flexible ones with nice >> results (cad rendering packages) give few if not no options so I just >> won't mention them. >> >> *Photoshop 3D tools,* >> They use a limited socket type system, either a colour, or a single >> image per value of influence. >> I.e. you can choose an image for the reflection channel, colour channel, >> spec channel.... >> Super easy, pretty limited, but limited in order to be compatible with >> real-time 3D content in PDF's etc... >> Since you are in photoshop you can edit the images, and this is where >> you can add layers and overlay options etc... to get what you want in >> terms of further control. >> >> *Maya (it's been a while, this is from memory)* >> Uses something in-between what I am suggesting and the photoshop >> approach. Just like the Blender 2.5 materials panel; each material or >> setting is broken up into a sub panel that can be turned on/off for any >> one effect (incredibly close to the current Blender layout). However, >> they use a socket type texture/node/material input to alter various >> settings that cannot be controlled simply by a slider or colour picker. >> I believe their implementation is even used to plug in 3rd party Plugins >> like SSS, Ramp, and fresnel effects to the various channels etc... (not >> just textures). This linked approach also creates a hypergraph (nodes) >> structure. I had no idea how to use that then so ignored it. >> >> My biggest annoyance with the Maya system was getting lost once a >> texture has been added, as it dropped you somewhere else in the >> interface that you did not expect (a challenge we would need to >> overcome, but one I think is possible). >> >> I am glad brecht suggested this or something similar, as he's pretty on >> to it, especially when it comes to getting large numbers of fans. >> >> If this approach is preferred, and is backed up by a development goal >> from the decision makers (If Ton sanctions exploring it it etc..), I >> will be willing to work through interface issues with Matt, and William >> (these are the two people focusing on interface correct?). >> >> The main interface issues to overcome as I can see it are. >> >> ** Materials - how to keep these tabs clean from fluff >> ** Texture application settings - Where and how do you edit these >> settings that are unique to each material (not to the texture) >> ** Texture settings - the traditional 2.4x datablock, how do you get to >> this and back again from a material, and a potential intermediate step >> ** Adding and mixing - The current system lets you add and mix multiple >> textures, how can this be easily and logically done? (nodes?, stacks?...) >> ** extending into the future... Plugins Etc - I think some of this will >> come for free if this is a natural step towards "nodes everywhere". >> >> I think there are no issues that cannot be overcome. and I think that >> old textures can be loaded into a new interface with full compatibility. >> >> Someone let me know if this warrants further development and I will look >> at creating a more detailed interface flow scenario. >> >> By trade i'm an Industrial Designer, so can look at usability and >> interaction, I'm not a coder unfortunately so cannot help there. >> >> Cheers >> >> -- >> Doug Ollivier >> >> *C:* +64 (0)27 412 0807 >> *P:* +64 (0)3 980 7197 >> *E:* [email protected] >> *W:* http://doug.org.nz >> >> _______________________________________________ >> 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 > -- Doug Ollivier *C:* +64 (0)27 412 0807 *P:* +64 (0)3 980 7197 *E:* [email protected] *W:* http://doug.org.nz _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
