I spoke with Campbell on irc, and he suggested I mail this to the list as a general proposal. It came up from me wanting a different material assignment for the inner and outer faces of a solidify modifier (as opposed to just the rim).
Campbell suggested that hacking this in would be easy but a bit ugly; he proposed that a more generalized feature that would work for any modifier, in a consistent way, would be better. Indeed I could easily imagine this being desirable for at least: Solidify (currently just rim, but also inner outer) Mirror Bevel Array Boolean (already works by inheriting original materials?) List of concerns: -Blender does not guarantee material order is the same (e.g. when joining) -a way to modify materials used might not work reliably -doing it only for Solidify feels arbitrary, since it might be useful anytime you generate new faces-a more general way would be better (hence this proposal) -referencing material by index is "crappy and likely to break" -referencing directly could work, with the restriction that it exists in the mesh/object (is this a certain restriction? could it just be there in the scene?) -referencing the materials using an offset rather than index, so you can have multiple materials assigned to the mesh, and offset them for generated faces. -an imperfect but general known way that works for all modifiers would be acceptable. I think I've covered everything we talked about; My current need is only for solidify (rigged thin sheets with a requirement to have something only printed on one side)- and I can work around this in multiple ways, so no real pressure. A more general solution would be more useful/ future proof. cheers Bassam PS- whatever the choice, the assignment, whether by material, index, or index offset should be visible in the modifier panel; just a checkbox would be ultimately ugly, since (other than tooltips) there would be no user visible/adjustable way of selecting the required material. (you can do so for indexes in the material properties by putting the right materials in the right slots, but this feels quite hidden) _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
