- Sun Apr 22, 2012 1:48 am
#355053
I would like to have a texture list that worked similar to how the materials list does. For convenience, I'll arbitrarily define some terms:
However, you do not want to have 2300 textures in your list, one for each variation of tile x for a given file. Therefore, you need the ability to override texture parameters on a per-map basis. This implies that the texture-editing UI is operating, at any given time, within the context of a texture definition, or of a specific map. To edit a texture definition, you select it from the texture list. To override, in a specific map, parameter values defined in its linked texture, you click the map's button. When editing at the map level, you can switch over to editing the texture definition instead, if you like. Also, when editing at the map level, it is implied that individual parameters would provide a way of being 'unset', allowing them to once again inherit values defined in the linked texture definition.
Not sure if I'm painting a clear picture of what I'm thinking, in terms of putting the abstract idea of texture instancing into more concrete, Maxwell-centric terms.
- file: image.jpg
- texture: a file path, with a set of tile, etc, parameters
- map: a slot in a component, i.e. Reflectance 0 in a BSDF
However, you do not want to have 2300 textures in your list, one for each variation of tile x for a given file. Therefore, you need the ability to override texture parameters on a per-map basis. This implies that the texture-editing UI is operating, at any given time, within the context of a texture definition, or of a specific map. To edit a texture definition, you select it from the texture list. To override, in a specific map, parameter values defined in its linked texture, you click the map's button. When editing at the map level, you can switch over to editing the texture definition instead, if you like. Also, when editing at the map level, it is implied that individual parameters would provide a way of being 'unset', allowing them to once again inherit values defined in the linked texture definition.
Not sure if I'm painting a clear picture of what I'm thinking, in terms of putting the abstract idea of texture instancing into more concrete, Maxwell-centric terms.
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