> > Something that will do a lot of good though > is that whatever is decided on it should work the same way for texture > baking and there is a benefit to baking to multiple textures (one per baked > mesh). >
While I agree that baking to multiple textures is useful, it is a different use case altogether. A per object "bake image" approach may be good here. Also, might I suggest a per object (or mesh) uv/image pair instead of doing > in a per material texture basis? How would you wrangle the different images > on a per material basis? Would you choose to paint to the specific map > type? Or would there simply be an anonymous enumeration of images and the > texture coordinate space they use? > This is what the second proposal is about more or less, enumeration on a per material, per texture slot basis. I can't think of another approach when multiple textures may be used to influence the same shading attribute (specular, diffuse, etc.) Having a per object uv/image pair is not good in my opinion: The obfuscation in the current approach is derived from two factors: 1) The user expects painting to have an immediate effect on rendering 2) The tediousness of the setup process Having a per object image will help with 2 somewhat but the confusion with 1 will be the same. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
