Sorry about that, I typed it on my phone! What I meant was, that there seems to be a little inconsistency in your image proposal, where you have information from the texture going into the material node, but similar information coming out of nodes for the previews. This is a bit different to how all the nodes currently work as far as I'm aware (I could be wrong). I think that normally there is a different hole for information going into the node, and for coming out. Just a little thing, so no big deal! I can grasp that that wasn't the main point of your proposal so don't worry about my little rant.
On Mon, May 10, 2010 at 5:52 PM, Damir Prebeg <[email protected]>wrote: > Uhm... Please, can you explain "Hard to tell what's going in and what's > coming out"? > > On 10 May 2010 09:45, Luke Frisken <[email protected]> wrote: > > > 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 > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- >From Luke _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
