I love to use texface just to make my display attractive as I work in it all day animating and such, and use the view-properties->SolidTex. In my current gig I am modeling game assets and animating using Blender - yay! For art review and approval, I have to map the texture thru the normal mat-tex way for rendering out a video of the game action. So my current workflow is:
1. Model game asset 1b. tab into edit and unwrap, usually saving the UV layout 2. paint and save texture image, usually in Gimp, most times a few varieties 3. create material and load image texture 4. tab into edit and unwrap, and image-open in UV/image editor 5. texture face panel, select alpha copy and twoside 6. create the game action (urban wave dance action is on the slate for today :) 7. render reference video for customer approval of game action It would be so nice if i could eliminate steps 4 and 5, and if Blender looked at the material-texture list for an image mapped to UV and used it for real-time 3d view display. It would eliminate a lot of basically duplicate setup work (and would keep the real-time display up to date with any "real" changes in the texture panel, like if I swap out image textures). I don't know if the GLSL supports layering like we do with our texture channels, but I think someone is working on revising that whole system, iirc. If that isnt possible, perhaps please provide the ability to link (in the UV/Image editor) to a named texture instead of an image file, and then pick up the image from there. That way, if I change the texture image, then the real-time display would pick it up. ---------------- Roger ________________________________ From: Ton Roosendaal <t...@blender.org> To: bf-blender developers <bf-committers@blender.org> Sent: Thu, February 11, 2010 5:39:10 AM Subject: Re: [Bf-committers] Anymated textures in the 3Dview Hi, The old 'texture face' in blender (90ies playstation1 design) needs upgrade. Image pointers there cannot have image users easily. A much more modern approach is to go via the glsl shaders, using regular Material + Texture, which already supports image users and animation. -Ton- ------------------------------------------------------------------------ Ton Roosendaal Blender Foundation t...@blender.org www.blender.org Blender Institute Entrepotdok 57A 1018AD Amsterdam The Netherlands On 11 Feb, 2010, at 10:55, Ton Roosendaal wrote: > Hi Benoit, > > Thanks for the cool study, one remark though; > >> It calls the BKE_image_get_ibuf() function to get the image buffer. >> It passes NULL as second argument, which means that the last loaded >> image from the movie will be returned. > > > The API description is: > > *BKE_image_get_ibuf(Image *ima, ImageUser *iuser) > > The ImageUser struct is required if you want to do anything fancier > than just a simple image. It's needed for image sequences, movie > files, or multilayer. The ImageUser struct sets begin/end, duration, > fps, and so on. > > Now... probably this ImageUser has to be put in Object? Mesh? Will ask > the experts :) > > -Ton- > > ------------------------------------------------------------------------ > Ton Roosendaal Blender Foundation t...@blender.org > www.blender.org > Blender Institute Entrepotdok 57A 1018AD Amsterdam The > Netherlands > > On 10 Feb, 2010, at 21:12, Benoit Bolsee wrote: > >> Hi, >> >> Recently, based on my status of the VideoTexture module mantainer, >> I've >> been asked whether video textures could be displayed dynamically in >> the >> 3D view (based on frame number). Unfortunately, the BGE and Blender >> use >> a different realtime render engine, so the VideoTexture module is no >> use >> in Blender. >> >> Nevertheless, I've studied the question and isolated the places in >> the >> code that must be changed to allow dynamic textures in the 3D view. I >> thought I would release this information as some Blender dev might >> want >> to implement the changes. >> >> /benoit >> >>>>>>> Here is the study: >> >> I finally had the time to look into that. It is not a simple >> problem. I >> have identified the 2 missing links to get animated texture in the 3D >> view but I'm not confident to implement them. The affected code is >> part >> of the Blender UI render engine that I'm not familiar with. >> >> I can give pointers to the code. Note that the following explanations >> are applicable to Blender 2.5. >> >> The function that is not doing the right thing is GPU_verify_image() >> in >> source/blender/gpu/gpu_draw.c This function is called whenever a >> textured face must be rendered in the 3D view. It calls the >> BKE_image_get_ibuf() function (line 447) to get the image buffer. >> Note >> that it uses a Image object, which is the central place in Blender >> where >> images are stored, including images from movies. It passes NULL as >> second argument, which means that the last loaded image from the >> movie >> will be returned. >> >> This is not a problem if the image corresponding to the current frame >> was loaded before this function is called. Unfortunately, there is no >> proper mechanism in Blender to ensure that. I found that displaying >> the >> Texture in the Button panel partially works: the frame number is >> updated >> whenever you modify something on that panel. This could be fixed by >> proper notifier/event but has the inconvenient that you have to keep >> the >> texture panel opened. A better way would be scan all Images (there >> is a >> global link of such objects) and update those pointing to movies >> whenever the frame number is changed. I don't think that is >> particularly >> difficult to do. >> >> The second problem is at line 446: if the image was already bound >> to a >> GPU texture, it simply rebinds and the image is not reloaded. The >> proper load code is below at line 553. The idea would be to keep at >> Image level the number of the frame that was last loaded on the GPU >> and >> if it differs from the frame returned by BKE_image_get_ibuf, reload >> the >> image. Again I don't think this is complicated to do. >> >> <<<<<< >> >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers