I know it's a bit much to ask for new features, and still complain about current bugs, but here are a few suggestions for the textures tab, that seem pretty simple to my uneducated self. These would help me a lot, as I only have 2 gigs of VRAM:
* Buttons to set ALL textures to 1/4 - 1/2 - 1/1 - maybe even 1/10, that would be great for larger scenes
* Automatically set textures grabbed from relevant slots (bump, spec, trans etc) to floatimg
* Option to group textures (and set size) by model and OC material. Maybe select model/material from the renderer viewport
Suggestions for the "textures" tab.
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adding additional factors beyond 1/4 is of course no problem at all - if the are not needed, they won't hurt either.DrHemulen wrote:I know it's a bit much to ask for new features, and still complain about current bugs, but here are a few suggestions for the textures tab, that seem pretty simple to my uneducated self. These would help me a lot, as I only have 2 gigs of VRAM:
* Buttons to set ALL textures to 1/4 - 1/2 - 1/1 - maybe even 1/10, that would be great for larger scenes
to switch the whole scene to a lower res is a good idea; maybe to execute by an own switch. the texture based factors are indeed saved for any texture, means when you use the same texture in another scene, it will remember the factor last used. the assumption is that - in general - choosing a lower res for a map more depends on the usual usage than a particular scene. a way to have both might be to just add another "scene factor" that sets an upper size limit. this way the individual factors can still be used/kept and are only oversteered by the scene dependend limit.
you can force this already in the preferences tab by setting the texture type (last group of settings) from "auto" to the desired type.DrHemulen wrote:* Automatically set textures grabbed from relevant slots (bump, spec, trans etc) to floatimg
it might be possible to directly extend the viewport context menu (or add another tool) to achieve this without cross relations to the textures tab. don't know if this would be easy to understand.DrHemulen wrote:* Option to group textures (and set size) by model and OC material. Maybe select model/material from the renderer viewport
just in case you haven't noticed it: you can sort the table by each of its columns (asc/desc) by just clicking the respective header. not exactly grouping, but it'll give a little more oversight already...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Oh, cool, hadn't seen that optiont_3 wrote:you can force this already in the preferences tab by setting the texture type (last group of settings) from "auto" to the desired type.DrHemulen wrote:* Automatically set textures grabbed from relevant slots (bump, spec, trans etc) to floatimg

I konw about sorting, that's why I got greedy, wanting to sort by modelt_3 wrote:it might be possible to directly extend the viewport context menu (or add another tool) to achieve this without cross relations to the textures tab. don't know if this would be easy to understand.DrHemulen wrote:* Option to group textures (and set size) by model and OC material. Maybe select model/material from the renderer viewport
just in case you haven't noticed it: you can sort the table by each of its columns (asc/desc) by just clicking the respective header. not exactly grouping, but it'll give a little more oversight already...

GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
well, sorting isn't easily possible, as maps may be used with different scene objects; but probably adding a filter (like for the mat trees) will do the trick.DrHemulen wrote:I konw about sorting, that's why I got greedy, wanting to sort by modelIs it possible to select multiple textures and apply changes to them in one go?
allowing row selects currently isn't possible too, since every cell already contains a click or hover aware control element; but at least a size limit switch for the whole scene will save some clicks once there; imo i need to rethink the whole thing anyway, as there is maybe a little (too) much stuffed into that table.
what i have generally missed a bit is, that the purpose the textures tab should serve often needs to allow adjustments before vram is already maxed out (like i.e. to change the size factor for ds textures that are not yet used for oc mats).
still trying to figure out how this could be handled best. the bottom line most probably is, that the textures tab will see some reworking in one of the following updates, to make it more useful..
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400