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Idea #344: Workflow to use texture with modifier is not intuitive.
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Written by zeauro the 13 May 11 at 06:46. Category: User Interface. Related project: Nothing/Others. Status: New |
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Rationale
When we add a modifier that can be influenced by a texture and want to use a texture; we have to add texture to the world or a brush to modify texture settings ( loading of an image, size of a voronoi texture, ramp of a blend texture).
I don't think it is obvious for a beginner. We have to duplicate and pin Texture properties in a new area or window and remove texture in unpinned Texture Properties; if we want to tweak modelling while tweaking painting /rendering without a world or a brush using the texture. Buttons of template for texture takes a lot of space in the modifier and there is often not enough space to read texture name with default Properties Editor size. I know that everything would be nodeable in the future. But I am posting if someone thinks it could be solved for the period before modifiers nodes will be finished and usable. |
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