Texture Painting feature currently bugged, Add Texture Slot clearing.? #60584

Closed
opened 2019-01-17 02:18:36 +01:00 by jason hightower · 9 comments

System Information
Operating system: Windows 10
Graphics card: NVIDIA 900 series

Blender Version 2.8 (84c06e996a) 1/14/19
Broken: Texture Painting Mode add Texture Slots feature in Properties Tab->Tools disappearing as soon as I add a separate Window for Shader Editor.

Short description of error This is on Evee default mode.
"A" on startup to select all. Delete all.
Shift-A-> Make a cube.
Go to Texture Paint Tab.
Go to Tools in Properties Editor. Should see "TEXTURE SLOTS" on MODE: "Material"
Add BASE Color Material Node.
Switch left side window from Image Editor to Shader Editor. TEXTURE SLOT feature on PROPERTIES-Tool AREA clears and you are unable to return to it even after going back to Image Editor.

This appears to be a bug since I've seen earlier demos of Texturing in 2.8 on youtube and this did not occur.

**System Information** Operating system: Windows 10 Graphics card: NVIDIA 900 series **Blender Version** 2.8 (84c06e996a7a) 1/14/19 Broken: Texture Painting Mode add Texture Slots feature in Properties Tab->Tools disappearing as soon as I add a separate Window for Shader Editor. **Short description of error** This is on Evee default mode. "A" on startup to select all. Delete all. Shift-A-> Make a cube. Go to Texture Paint Tab. Go to Tools in Properties Editor. Should see "TEXTURE SLOTS" on MODE: "Material" Add BASE Color Material Node. Switch left side window from Image Editor to Shader Editor. TEXTURE SLOT feature on PROPERTIES-Tool AREA clears and you are unable to return to it even after going back to Image Editor. This appears to be a bug since I've seen earlier demos of Texturing in 2.8 on youtube and this did not occur.

Added subscriber: @JBogey

Added subscriber: @JBogey

Added subscriber: @capnm

Added subscriber: @capnm

Switch left side window from Image Editor to Shader Editor. TEXTURE SLOT feature on PROPERTIES-Tool AREA clears and you are unable to return to it even after going back to Image Editor.

You must hit the draw tool icon in the 3D Viewport window.

The state of the globally active tool and the state of the local window tool differ (by design).
IMO, that causes a lot of such weirdnesses when using different windows, sometimes even the mouse pointer turns into an incorrect shape (annotation tool, tool with keyboard shortcuts, etc.) or the top bar displays incorrect options.

But I always found some "workaround".

> Switch left side window from Image Editor to Shader Editor. TEXTURE SLOT feature on PROPERTIES-Tool AREA clears and you are unable to return to it even after going back to Image Editor. You must hit the draw tool icon in the 3D Viewport window. The state of the globally active tool and the state of the local window tool differ (by design). IMO, that causes a lot of such weirdnesses when using different windows, sometimes even the mouse pointer turns into an incorrect shape (annotation tool, tool with keyboard shortcuts, etc.) or the top bar displays incorrect options. But I always found some "workaround".

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
William Reynish self-assigned this 2019-01-17 09:32:38 +01:00

I can't really see a bug here. Changing workspaces changes the active mode - that's by design, so you can switch tasks when switching workspaces. If you switch to the Texture Painting workspace, it goes to Texture Paint mode also.

I can't really see a bug here. Changing workspaces changes the active mode - that's by design, so you can switch tasks when switching workspaces. If you switch to the Texture Painting workspace, it goes to Texture Paint mode also.

@WilliamReynish I edited my comment before I saw yours. Play 10 minutes with different tools in different windows and different modes.
I think it feels broken in many cases. For example, he's talking about changing one window from Image Editor to Shader Editor …

@WilliamReynish I edited my comment before I saw yours. Play 10 minutes with different tools in different windows and different modes. I think it feels broken in many cases. For example, he's talking about changing one window from Image Editor to Shader Editor …

The mode is global in Blender. This is a technical limitation unfortunately. We looked at lifting this limitation for 2.8, but it was deemed to be too technically challenging to do it propertly. You can't have one window in Edit Mode and another in Object Mode, for example. It would be nice if we could support this, but we can't unfortunately. In any case it's not a bug.

The mode is global in Blender. This is a technical limitation unfortunately. We looked at lifting this limitation for 2.8, but it was deemed to be too technically challenging to do it propertly. You can't have one window in Edit Mode and another in Object Mode, for example. It would be nice if we could support this, but we can't unfortunately. In any case it's not a bug.

The mode is global in Blender …

Yeah, I already saw the discussion about that.
Sorry not native writer here:) I meant the global state of the active tool. I think it feels strange to use your pointer in different editor types with one global state (or in this issue, the global status of the active tool changes by changing an editor type in a split view). For example you can so easily get broken UIs like this
image.png

> The mode is global in Blender … Yeah, I already saw the discussion about that. Sorry not native writer here:) I meant the global state of the active tool. I think it feels strange to use your pointer in different editor types with one global state (or in this issue, the global status of the active tool changes by changing an editor type in a split view). For example you can so easily get broken UIs like this ![image.png](https://archive.blender.org/developer/F6316073/image.png)
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Reference: blender/blender#60584
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