Hi, It's been brought up (and is true) that the current system of setting up textures for texture painting is confusing. I think a user expects being able to paint on a material's textures instead of some hard to access per-polygon texface that is set by going back and forth between two other blender editors. In my opinion this kind of ping ponging is extremely inconvenient. For soc-2013-paint branch I would like to experiment with a few usability changes:
* Default texture type in blender internal is image, default mapping is UV, if a uv layer exists. (Not sure if this is easy to ascertain in the code though). I know that people are against changing the defaults , however, given that cycles is already using the same system and that most use cases are images/uvs I think this change makes sense. * Change the way texture painting image access is done. Two proposals here: 1) Use two fields: One for UV layer, one for image. User specifies both before painting. + allows to paint on any image, using any uv layer - will forgo the ability to paint on multiple images simultaneously as is currently possible 2) Enumerate materials, and for each material, enumerate the image-using texture slots. User selects the texture slot he wants to paint on and the image and uv layer of the slot are used (or the active UV layer if there's no UV layer selected in the mtex field). + User gets result he expects and sees it immediately on rendering + May be possible to use something other than uv coordinates in the future + Allows painting on multiple images per material - how to properly draw in viewport may be an issue. (I could use a few pointers here actually) Suggestions, flames, etc? _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
