Currently node based operations performed in textures or images can be performed with Compositing or Materials nodes. Next with the new upcoming features such as everything nodes, there would be also considerably another one dedicated specialized editor for texture as well.
The point is that these three editors have all the same purpose, but it feels like they are duplicated, also in terms of menu design, and their capabilities differ. Such as:
Compositing
- Has
Matte
operations to mask pixels, has other interesting pixel operations such asCrop
, very intuitive and easy to understand operations such asRotate
image orTransform
. - Can access any mask created in tracking and use it as some sort of “shape drawing” feature.
- Has no texture generators at all (perhaps the plan is to get advanced textures from
Texture Node Editor
.
Shading
- More or less quite the opposite capabilities of compositing
- No access to masking.
- No intuitive pixel transformations (UV vector mapping can be used but not exactly the same thing).
- No pixel filters at all (such as blur or bokeh compositor has).
- Some basic texture generators (bricks, voronoi) exist but it could be further enhanced with even more.
So the point of this thread, is to consider that if is a good idea to merge all concepts from all editors into a single one. While a refactor with all these modes seems impossible task. What makes most sense is to make the new texture editor super advanced supporting every possible image operation borrowing ideas from everywhere.
Perhaps existing editors (Shading + Compositor) can stay as they are but the point is that in terms of usage they will have to be safely depricated, one can better rely on the texture editor for all of the advanced image generation and editing capabilities.