I wanted to go back a sec to what Roger suggested:

> A quick thought is for the Outliner to be able to show
> 
> the textures within the search/filter context. This would 
> give us the ability to see the overall list of textures. 
> Selecting a texture would bring it up in the Properties window.
> Expanding the texture would show the users (parents) of that
> texture.

I think this is a good idea, but why not take it a step further?

This proposal has a few steps, and I'm not sure how popular it'll be, but bear 
with me:

- The Add menu is expanded so that it can be called over the outliner.
- The add menu gets a new operator, Add Texture.  This is the only way new 
textures can now be added.  (I find the double use of the plus button for 
adding and duplicating a bit confusing; even after using Blender all these 
years I end up duplicating materials by mistake when I really mean to make a 
completely new one.)
- The duplicate operator is expanded to recognize textures; textures selected 
in the outliner, when duplicated, bring with them all the settings of the old 
texture.
- Textures show up either as a new, special category (like RenderLayers) or as 
a special view type in the outliner.  This could also be expanded to include 
previews in the outliner.
- When object materials or the World are expanded, they show linked textures.  
Selecting a texture there can act as a link to select the main texture in the 
outliner.  It could also show all other users by indicating other parents in 
some fashion. (Kind of how if you select an object's data you get the circle 
around the data icon, but not if you select only the object itself.)
- When in the special "textures" view, with or without icons, pressing the plus 
sign on the side of a texture will show another subgroup, "users".  This way 
you can easily show what's connected to the texture.  This is just a symbolic 
link, but allows the user to select the textures users quickly and easily.

Workflow could be as follows:

- User creates a new texture, and selects it in the outliner.  Modification is 
done in the object buttons, not the texture buttons.  Textures count as their 
own object type despite not having a place in the 3D viewport.
- When the texture is plugged into something, a texture panel expands below the 
area where it's plugged in.  For example, if you've plugged a texture into Hori 
in World, then below that panel you get a texture labeled "Hori: Texturename" 
with a link to the data.  This way textures can be modified on their own, or as 
a part of what they're helping to shade.  I have a feeling this part won't be 
easy. :)
- User drags texture from the outliner to any place that requires or could 
possibly use texture input, creating a connection.  When dragged into places 
that normally expect textures, the connection works as expected.  When dragged 
onto animation channels or channels that don't normally accept texture input, a 
PyDriver is created.
- User drags texture onto an object in the viewport. This has one of two 
effects: If in Object mode, the entire object is shaded.  If in Edit mode, and 
faces are selected, then only selected faces are shaded and a new vertex group 
for those faces is automatically created.  If nothing is selected, then the 
drop behaves as in Object mode.
- If dragged into a node view, the texture's node appears.
- If dragged onto a texture node in a node view, it replaces that texture.

There are some things I'm not sure of...  I think it might be nice to be able 
to drag vertex groups onto Nodes to limit their effect, or perhaps have another 
node that filters / masks based on vertex groups?  There might already be 
something like that; I admit that I seldom use vertex groups to limit textures.

The other thing is dragging in the node view.  For example, what happens when 
you drag a texture into its own node view?  I think it should duplicate the 
texture and all of its inputs, or at least reconnect the old inputs to a copy.

My main problem with texture workflow in every program is that it's often hard 
to find textures without first going through materials, and I often find myself 
wanting to access them as their own objects.  Modo's workflow got me thinking 
of the above, although the way they do it wouldn't make any sense in Blender.  
Also, I find Modo's way of multiple materials referencing the same texture very 
confusing.

Anyway, what do people think?  This is just an idea, and I'm not sure it'd 
work, even though it works in my head. :)  If people like the idea, I can do 
mockups.
~ Charles


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