Easy shading set up for blender 2.8
My proposal for blender 2.8 is to bring to it an easier shading set up. I know internal renderer for blender is gone, but I am confident that you can still add something similar. My proposal is to add with the new renderer something easy to use like we did in property panel: use GLSL shading and tick "solid texture", to quickly put on objects normal maps baked in other programs( useful for rigging).This allows to check how much the normal map gets distorced according with the mesh derformation during weight painting.
2 Comments
Without explaining how the thing your proposing differs from the Principled BSDF shader, I'm going to have to assume that this proposal is for a feature that already exists.
How is this easier than using the Principled BSDF? I suppose adding a normal map is a little tedious- but there's probably already a proposal for streamlining that. The rest of this is doable in the properties panel with a single menu choice for each texture.