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Enable (at least) Procedural Texture/Color Map reading in Workbench Render Engine

Hi, folks!

Workbench is a great achievement! But why it us getting nearly to absolute 0 (zero) support? Why can't it be upgraded?

If the essencial idea of Workbench Render Engine would be related to supporting only Color Maps (no EEVEE/Cycles Shader Nodes), then why can't it currently handle Procedural Color Texture Nodes system? Not even on one of the most BASIC combinations any 2D software can do, like a Mix Color Node combinding 2 different (Non-Procedural!) Image Textures?

Captura de tela 2024-12-22 162307.png Captura de tela 2024-12-22 162328.png

I'm sorry if the screenshots here do not cover exactly the Mix Color Node case I've mentioned. Instead, they are about another case of Procedural Setup in the Shader Editor. Of course, the presence of a Shader Node (Diffuse BSDF Shader Node) there is just because, in that project, I also employ EEVEE besides Workbench; so, the Shader Nodes are not even required for the Procedural Texture effects, as I understand.

Well, the major advantage (besides the fact that would be an upgrade in my opinion), is that would could make direct explorations using a single Render Engine; so, instead of having situations wheren we might have to Texture Bake EVERYTHING in a Scene in order it to function, we could Bake only the more basic, more Regular (or even Modular) Textures according to their UVs, and keep working Procedurally on other Color Maps, Procedurally, for more complicated Mesh Objects with more complicated UVs (if using UV Mapping for the Procedural Texture Workflow). So, essentially, making Workbench Render Engine more synchrized with the other ones.

I would never say Workbench Render Engine is 'deprecated'. This would be a gigantic mistake for what it currently can do well!😾But, isn't it lacking a bit of extra attention?😿

What do you think?

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Development Status: Open

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pxy-gnomes
22 Dec 2024

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