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stbenge <THI### [at] hotmailcom> wrote:
> nemesis wrote:
> > stbenge wrote:
> >> Everything hinges on that darned GUI! The developers have to find ways
> >> to incorporate new features into the program without making the GUI a
> >> difficult monstrosity to contend with. More procedurals would be nice,
> >> and wouldn't add unnecessary clutter.
> >
> > OTOH, seems like Blender is getting node-based textures, so
> > textures-inside-textures is now possible. :)
> >
> > http://www.blendernation.com/2008/11/13/new-feature-in-development-texture-nodes/
>
> I saw this yesterday, and was reminded of this thread :) It looks really
> cool, and should make Blender's texture system much more flexible. That
> Mandelbrot node setup was just insane, did you see that?
Yes! Should've linked to it instead!! O_o
> I like Blender's GUI, but seriously, I would not want to program one
> like it. The developers have done a good job so far, keeping things
> under the proper tabs, menus and window types.
I think it's one of the things that make it so light and portable. I mean, the
whole thing being OpenGL.
> I agree with you about
> the keyboard shortcuts; they make life much easier. Sounds like you're
> farther into that than I am :)
It reminds me very much of the text editor vi. All keys are command shortcuts.
:)
I decided to seriously learn it these past weeks. I mean, learning about all
modelling mesh techiniques and Blender as well. Right now, I'm not yet
concerned with full scenes, just sketches to learn to model, radiosity, AO and
all the different render passes and composition. I'll soon post a complete
scene with my progress. Visual mesh modelling is truly amazing. :)
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