The reason I kept the mid level is to follow `the rule of least surprise` for users, So a blank texture always works the same as a white image and users dont need to think about mid level's use changing when they set/clear a texture.
On Wed, Aug 15, 2012 at 2:38 PM, Tobias Oelgarte <[email protected]> wrote: > Please keep the mid-value even for this operation. It can be good to > negate a effect (vertexgroup). > > Am 15.08.2012 13:46, schrieb Fredrik hansson: >> just a little note on something that was removed for the svn commit the mid >> value. >> mainly the reason why i didn't have that affecting the strength value >> without the texture was really that it would mean 2 sliders doing the same >> thing really. >> but on the other hand having it default to 0.5 and with a strength of 1.0 >> would mean that applying a texture would give the same outwards push. >> not that its a big deal to slide the mid value down to 0 when your there to >> tweak the strength anyway. >> what might have been better imo that i didn't do originally is to grey out >> the mid value slider thus showing that its not used until you apply a >> texture to it. >> >> either way thanks for taking a look at this so quickly and great to see it >> being added to the trunk :D >> >> >> >> ________________________________ >> From: Fredrik hansson<[email protected]> >> To: "[email protected]"<[email protected]> >> Sent: Tuesday, August 14, 2012 6:27 PM >> Subject: [Bf-committers] Uniform displace modifier patch >> >> last one of the changes i had done for myself (well i do have one fixing >> some small things for glsl but i am sure i did submit that ages ago). >> >> another copy paste: >> this isn't really a new modifier or anything but just a modification to the >> regular displace modifier. >> now >> the thing this does is that when you don't have any texture loaded in >> the modifier it just applies the strength value directly to the mesh. >> works in normal x y z modes but not rgb->xyz (just didn't make any sense to >> add it to that). >> >> now >> the reason why i made this was really that every time i was going to do >> some retopology work i would see almost the entire face being inside >> the highpoly mesh making it really hard to work with it since 90% of >> what you did was lying under the surface of what was visible. >> i used to add an empty texture image to the modifier and set the mid value >> to 1 and the strength to something negative. >> but it really felt like it was a few to many steps for something so simple >> as to push the entire mesh outwards a little bit. >> >> included an example image of how its useful when retopologizing but i am >> sure its useful for other things as well. >> >> http://projects.blender.org/tracker/index.php?func=detail&aid=32327&group_id=9&atid=127 >> _______________________________________________ >> 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 -- - Campbell _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
