Don't you think it's a little hard to tell what's going into the material and what's coming out with that suggestion?
On 5/10/10, Damir Prebeg <[email protected]> wrote: > I've started this topic so It's would be rude from me not to suggest > something. First of all I like Bassam suggestion about nodes, here is my > suggestion how this should look. > > http://www.pasteall.org/pic/show.php?id=3202 > > I think image is pretty much self explanatory but if someone need more > detailed description I will send it. > > On top of this, I also like Doug's proposition for sockets witch could be > applied for direct assignment of image/tex compund/some-other-node-type to > Diffuse, Transparency or what ever... > > Workflow could be like this: > > I wish to assign some texture (node) to Diffuse channel. > > I click on a button beside Difuse color and that shows me drop-down > selector. In that drop-down I have scrollable list of available node types > with ability to launch file selector and node editor (Ctrl+click on buton > that shows that drop-down would launch node editor automatically after some > imaga/node is selected) > > > On 9 May 2010 07:43, Doug Ollivier <[email protected]> wrote: > >> Hi All, >> >> Just curious what the next step is to see if this goes anywhere. Is >> it...? >> >> 1) Have this topic raised at next meeting, to work out if it is >> something worth exploring from a user?software structure stand-point >> 2) Create a UI proposal exploring the issue and proposing solutions? and >> then discussing this at a meeting? >> >> I assume that because the topic went quiet, that there was agreement (or >> not disagreement) with the idea of a Socket type influence system. >> >> Cheers. >> >> Doug >> >> On 30/04/2010 1:52 p.m., Doug Ollivier wrote: >> > 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 >> >> >> >> >> > >> > >> >> >> _______________________________________________ >> 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 > -- Sent from my mobile device >From Luke _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
