Normal and Aditive
Posted: Sat Dec 08, 2012 2:29 pm
While there is already a similar topic, I'm opening a new one in a better way, and in a more aseptic style.
For whom have not read the other thread Please ignore it.
This is a design suggestion:
Some users (like me) might get disoriented by the NORMAL and ADITIVE modes as they are presented in the UI.
The Blending option (Aditive or Normal) seems to be two diferent ways to combine two layers.
In the Aditive mode, both caracteristics of the given layers, will affect the material no matter the layer order.
On the other hand in the Normal mode these two layers blends together, depending on the Opacity of the upper layer.
The Opacity is a caracteristing of the layer itself, not a caracteristic of the blending mode.
Accordingly to the upper description the Blending mode is acting ON two layers, but the Opacity is acting on each layer.
Grouping both caracteristics in a single object in the UI could lead to confusion.
The suggestion consist in moving the options accordingly to their influence: The Opacity setting could stay included inside each layer window, and the Blending mode could be included ON or IN BETWEEN the two layers on which it has the influence.
Just to make things clearer, I have prepared an example, which is not the only way to do it.
I am sure that there are other and better ways, but this is only one possible design, just to show it in a graphic way.
In the following first image, you can see the UI of the material editor as it is presented today.

In the last image, you can see a possible UI where the Blending mode is in between two layers.
This could give a clearer idea on where is the blending mode acting. Meaning on the two adjacent layers .
Additionally we could get rid of the extra blending mode button of the last layer, that seemed to be useless and perhaps confusing in the first example.
In the following image, you can see a perhaps better variant, that was created trying to use the same type of design components that are being used in the UI up to now. It is good from a design point of view, not to introduce new design components that are not really necesary, so that the UI stays syntetic, therefore clearer.

Ernesto
For whom have not read the other thread Please ignore it.
This is a design suggestion:
Some users (like me) might get disoriented by the NORMAL and ADITIVE modes as they are presented in the UI.
The Blending option (Aditive or Normal) seems to be two diferent ways to combine two layers.
In the Aditive mode, both caracteristics of the given layers, will affect the material no matter the layer order.
On the other hand in the Normal mode these two layers blends together, depending on the Opacity of the upper layer.
The Opacity is a caracteristing of the layer itself, not a caracteristic of the blending mode.
Accordingly to the upper description the Blending mode is acting ON two layers, but the Opacity is acting on each layer.
Grouping both caracteristics in a single object in the UI could lead to confusion.
The suggestion consist in moving the options accordingly to their influence: The Opacity setting could stay included inside each layer window, and the Blending mode could be included ON or IN BETWEEN the two layers on which it has the influence.
Just to make things clearer, I have prepared an example, which is not the only way to do it.
I am sure that there are other and better ways, but this is only one possible design, just to show it in a graphic way.
In the following first image, you can see the UI of the material editor as it is presented today.

In the last image, you can see a possible UI where the Blending mode is in between two layers.
This could give a clearer idea on where is the blending mode acting. Meaning on the two adjacent layers .
Additionally we could get rid of the extra blending mode button of the last layer, that seemed to be useless and perhaps confusing in the first example.
In the following image, you can see a perhaps better variant, that was created trying to use the same type of design components that are being used in the UI up to now. It is good from a design point of view, not to introduce new design components that are not really necesary, so that the UI stays syntetic, therefore clearer.

Ernesto