So I’ve been having fun trying 2.8 out and there’s something I’ve been wondering after BI has been removed.
I have a workflow that involves using multiple procedural textures co create / decimate geometry for example.
The included blendfile is a good example of it.
All of the textures that the modifiers use are linked to BI, as I understand it. (And I get that you’re still working on it.)
So I wanted to start a discussion about how a single, unified texture system in Blender could be a big step forward.
Honestly, I don’t care about backward compatibility and would be more than willing to sacrifice it for the following:
- Node based mixing / editing of textures supported in Cycles, Modifiers and Compositing.
- All textures accessible in Cycles, Mods & Comp, allowing for a linked workflow. (So being able to use the same texture in a displace mod as well as Cycles for advanced shading techniques.
- More procedural textures to mix and choose from. (Like FastNoise, for example: https://github.com/Auburns/FastNoiseSIMD to name only one.)
- Have all or most procedural textures be 4D, ie. be able to animate an evolution to get more complex effects than faking it with translation and rotation.
Now, I’m not a dev, so I don’t know how possible this all is. But I think Blender could greatly benefit from having a robust, unified procedural texture system.
Add to that this is purely opinion, but again, I think now is the perfect time to have a discussion about how this could be improved and made more extensible for the future, as in 2.79 textures are unfortunately disjointed from one another depending on how / where they’re being used.
Like, even texture painting could benefit form being able to have a 4D texture node that you can evolve and use as a mask on different parts of a mesh would be really cool.
Is there any documentation at this point on what the current plan is for this stuff? Would like to be able to follow it up, cause I’m all giddy looking at the current improvements already.
(Edits because I suck at forums)