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PostPosted: Fri Mar 30, 2012 3:37 pm 

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I'm sure this has to have been suggested, but I couldn't find it in the wishlist. In each material, there needs to be a list of all textures used in said material. In that list, you should be able to change the texture file of any texture being used and it will update it throughout the entire material.

Example:

You create a material that is composed of 5 layers, each with 2 bdsf in it. You have a noise texture that is being used in various slots in all 10 bdsf. Let's say the noise texture has been used in 12 different slots. You decide the noise texture isn't giving you the look you want, so you change it to a different texture. Currently, in order to do so, you have to find it in all 12 slots and update the texture. In the way i'm proposing, you should be able to find that texture in the material parameters, change what texture is being referenced and it will update it in all 12 slots.

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PostPosted: Fri Mar 30, 2012 3:45 pm 

Joined: Mon Apr 11, 2005 10:47 am
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+1

yes, i think a global texture replacement function has been requested more than one time... and since there is already a texture list function which shows all used textures i think it shouldn't be that hard to simply add a select button to replace a listed texture... but i don't know...


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PostPosted: Fri Mar 30, 2012 3:56 pm 
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Here it is :D
viewtopic.php?f=2&t=37582

+1 anyway, this could ease our material creation so much.

Cheers
JC

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PostPosted: Fri Mar 30, 2012 5:56 pm 

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numerobis wrote:
+1

yes, i think a global texture replacement function has been requested more than one time... and since there is already a texture list function which shows all used textures i think it shouldn't be that hard to simply add a select button to replace a listed texture... but i don't know...


Ok, you know what, it looks like this feature does sort of exist using the texture list...although in a very, very awkward way. Maybe this is why it hasn't been addressed??

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PostPosted: Sat Apr 21, 2012 5:15 pm 
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Its already easy to do this, just replace the actual texture with a new one using same name. Considering this is rarely needed that would seem enough no?

Otherwise its quite easy to copy-paste the file location of a new file into a few slots.

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PostPosted: Sat Apr 21, 2012 6:58 pm 
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+1

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PostPosted: Sat Apr 21, 2012 7:32 pm 

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eric nixon wrote:
Considering this is rarely needed that would seem enough no?


no... :wink:


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PostPosted: Sun Apr 22, 2012 8:26 pm 
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Do you realise that its possible to drag-drop the bitmap straight into mxed or studio.

But yeah this idea is quite useful too, on second thoughts +1 from me.

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PostPosted: Thu Apr 26, 2012 9:40 am 

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eric nixon wrote:
Its already easy to do this, just replace the actual texture with a new one using same name. Considering this is rarely needed that would seem enough no?

Otherwise its quite easy to copy-paste the file location of a new file into a few slots.


Sorry, but I highly disagree on this as a realistic solution considering you're constantly overwriting the texture file each time you're saving it. I have a library of common bump/displace textures I use and much of the time it's trial and error to find out which one works best. This method REALLLLLLY doesn't work in that case.

Regarding copy and paste in to texture slot...say your texture has 5 layers, and the texture is being used 2 times in each layer, this means copying and pasting 10 times every time you want to test a different texture map or make an adjustment. that's not even accounting for the fact that your texture could have different contrast/brightness/tiling/offset number in each of the 10 different slots. If you copy and paste from slot to slot, it'll be overwritting all of those settings based on whatever the settings from the original slot were.

Trust me, both of the methods are VERY prone to errors and time consuming if you're doing anything beyond basic materials. Like I mentioned, I found this feature happens to exist in the texture list, but it's a kind of odd how it's implemented and a very under-documented feature.

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PostPosted: Thu Apr 26, 2012 10:12 am 
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We could have something like a texture depot on the side of the mxed window specifying in which Layer/slot is each texture used. Changing that texture would change it everywhere it is used.

+1

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PostPosted: Thu Apr 26, 2012 10:15 am 
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eric nixon wrote:
Its already easy to do this, just replace the actual texture with a new one using same name. Considering this is rarely needed that would seem enough no?

Otherwise its quite easy to copy-paste the file location of a new file into a few slots.


That sounds quite chaotic, doesn't it?

I also find myself very often using one material to make a different one with the same layers structure but different textures.

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PostPosted: Thu Apr 26, 2012 5:41 pm 
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This all really ties into the thread on map/shader instancing. It highlights how useful it would be yet again. :)

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PostPosted: Fri Apr 27, 2012 3:20 am 
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Hey look at my last post
Quote:
But yeah this idea is quite useful too, on second thoughts +1 from me.


Wasnt a long post, only two lines. :lol:

@itsallgoode, just to say that you dont loose settings when you paste a new file name, or drag in a bitmap. (mxed/studio)

Edit: sorry I understand now you were talking about dragging from slot to slot, in which case the settings get replaced, which is what you want when subing in a new bump map for example.

Quote:
I found this feature happens to exist in the texture list, but it's a kind of odd how it's implemented and a very under-documented feature.


Awesome so it exists!, nice find, Ive had a look and what you do in studio, is drag a new bitmap into the texture list, then drag that ontop of another bitmap and studio prompts weather or not to replace the texture.

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