- Fri Aug 01, 2008 9:07 am
#277269
Good deal. Just a couple more notes:

It's not perfectly clear just from the screengrab, but that's a right-click on the texture button just before the editor slides out.
This shows one of the differences in workflow between MXED and the plugin's Material Editor. The selected (or 'viewport') texture in MXED/MXST is not chosen in the same way as with the plugin's Material Editor; rather, there is a small button with an 'eye' icon just next to the 'refresh preview' button. This drops down with a list of textures and choosing one sets it as the selected texture. I felt this workflow could be improved, and so I made it work as you see in the plugin's Material Editor, i.e. selecting by a quick left-click. In MXED/MXST, left-clicking on texture buttons in MXED opens a dialog - this is not the case in the plugin. Rather, right-clicking a texture-button opens a built-in texture editor:By the way, clicking on the texture icons in MXED do not resolve the issue.

It's not perfectly clear just from the screengrab, but that's a right-click on the texture button just before the editor slides out.
Adjusting the texture's Tile X/Y may be done as shown. Note, since SW has no concept of separate X and Y tiling, the SW plugin ties them together. SW also has no analogue for Maxwell's texture-offset parameter, so Offset X/Y are not able to be visualized in the viewport.adding a sizing adjustment would better allow one to go directly to render without running through Studio under more circumstances than can be dealt with by rotation alone.
You may be misunderstanding the purpose of this particular feature: this tells you if there are any paths (texture, .ior, .r2), anywhere in the material, which are not valid. When there are, it becomes a hyperlink which will open a dialog showing a report of what is missing from where.Instead of a simple No for Has Bad Paths, consider Inactive, or Not Activated, etc.
That would be fine if we're talking about basically opaque woodgrain-type textures, but many times you may be working only with weight maps and still want to be able to edit the underlying appearance of the material. If it was not possible to have a 'null' texture become selected, you would have to either remove, or disable all textures before you could see this.Why is it necessary to select the path in this manner at all? Under what circumstances would you not want the texture to be activated? Consider having the plugin "auto-select" the texture and all of this is avoided;
Next Limit Team