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  • Published 16 Apr 2019

Make the 2.8 Textured View better !

This proposal consist of 4 main ameliorations for the textured view:

1- make the textured view also avaible for matcaps shading. right now we have the option for sudio and flat, the option is missing for matcaps

Image





2- let us preview the textured view accurately with texture mapping and coordinate nodes , right now the textured view don't scale at all with mappings nodes. its really confusing, the scale change from rendered view to the solid view.. not handy.

Image





3- make the textured view work with the different steps of an image transformation ! in this video below i modify the color of the texture with a colorramp, but i can't see the result at all in the viewport, whats the point of the textured view if it dont actually show the true texture of the material ?

Image

"JUST USE EEVEE OR CYCLES WITH THE NODE WRANGLER PREVIEW !" No its not an appropriate response to this problem, its slow and too demanding, we dont need the computer to start rendering the scene, loading every single textures, and calculate lightning and shading of all our scenes every single time we want to have a preview of some textures channels. we only need a single image preview, theres no need for the renderd view for this, and this is the precise reason the textured view exist and that's why i propose thoses four ideas





4- we could also push the textured view further : to see certain types set of textures like in game engines : a roughnesss/height/aldebeo/normal/metalness exclusive textured view

like this below :

Roughness Image Aldebeo Image Metalness Image Image





5- and if possible: let us see procedurals ? is it possible ? Image

Annotation 2019-04-12 173504.jpg

98.5%

Development Status: Open

Upvote 129 Downvote 2
DB3D
16 Apr 2019

12 Comments

gamedevionist

I'm a game developer and I second all of those, these would really improve our quality of life.

9
theobairon16

OH YES!

4
patscheider.matthias

These features would be really helpful. I think point 3-4 should not be part of the texture visualizer. In my opinion the belong into the material tab. The examples from UE4 in point 4 do not visualize the textures but the result in the specific render buffer. In this way it does also visualize noises or blended texture and their influence on specific channels. The last point seems much more like a feature of the material tab, where you can visualize the influence of the shader on e.g., roughness, metalnes, albedo

2
MeshVoid

Awesome idea!

1
jason

Although they all deal with the same basic thing, these really are 5 separate ideas and should probably be posted here as separate, individual proposals. That makes it easier to discuss each idea (and ultimately, hopefully, track them to development).

1
DB3D Author

80 upvotes in a weekend, you guys rocks

1
Lauloque

77 :P

tomasluza.ih

Agree, one of the things i find odd in Blender is just lack of textures(materials) preview enough to be able to see results and make adjustment just off of this preview. I also do agree that eevee/cycles mode preview is too demanding and not enought (large exterior/interior scenes). Thumbs up these changes

1
camplowell

That last part of it would be super useful even as a render mode or render pass.

Lauloque

I think the "texture" color type of solid view is mostly a bunch of bugs or incomplete features.

DB3D Author

* @-L0Lock- * agree with incomplete but why bugs ?

Lauloque

Because it's either supposed to be working but it isn't, or it's not yet meant to.