i’m trying to write a description of the ‘Material’ tab tools and i haven’t been able to figure out what the TexFace button does… i saw this page from the wiki, http://wiki.blender.org/index.php/Manual/Render_Bake
it says"enable TexFace, which tells Blender not to compute the material color based on the procedural material settings, but instead use the UV Texture image mapped to the mesh according to the UV Layout."
i don’t quite get it… i can apply a UV-mapped texture and see it in the 3d view as well as in the render, and this button doesn’t seem to change a thing. i searched the forums here and as far as i can tell, it used to be useful in older versions of blender to display the texture in the 3d view. in which case would i need to use this button? here is a screenshot with TexFace off, you can see that everything shows up pretty well…
"enable TexFace, which tells Blender not to compute the material color based on the procedural material settings, but instead use the UV Texture image mapped to the mesh according to the UV Layout."´
Lets say your material for the above earth is Pink.
If have emit light on, the lightray will hit the earth and emit a pinkish lightray.
If TexFace is on the lightray will use the UVTexture instead of the material color and emit the color the texture has on the place the ray hits the sphere.
(Only one example)
well, in the picture i attached, the base color is red, but the material shows no red at all…
it only appears when i raise the emit value of the material. and when i activate TexFace the emit color still doesn’t change.
here is the blend file if you wanna do some tests… i would like to see a situation where there are different results when it’s activated and when it’s not
In “normal” blender, you have to press texface too see uv mapped and assigned textures in a rendering. They will show up on the screen without pressing that button. In the apricot build, you assign all of your uv mapped and other textures via the texture channels. No need to press texface to see uv mapped textures.
You can’t see the difference because you’ve added the texture in the material buttons as well, so when you turn off TexFace, it just uses the normal texture you added to the material. If you delete the texture from the material, you’ll see the difference: with TexFace off you get a red sphere, with it on, you see the UV mapped texture. If you’re not sure what I mean, see the attached edited version.
You haven’t had to do this for a long time. You’ve been able to use UV mapping without TexFace to apply normal image textures for at least a few years. Well, for normal renders at least. The game engine is a different beast.
Texface, iirc, was used about 10 years ago to get textures to show up in the game engine. With the advent of multiple UV layouts possible, OpenGL mods and game engine improvements lately, I’m not sure it’s even relevant. The correct way is to assign the texture using a texture channel, mapped to the UV texture named.
So this kind of image texture is just a layer apart, outside of the normal texture layer stack. Why is it separate ? Why not use the classical texture stack ? Is it a relic from ancient age of Blender ?
and there are 2 ways to show UV the very old way with textface
but this won’t show show all the details
and you can find some info in wiki about this in UV section
and the new way to UV map with texture channel use for UV
now a days you use the ordinary UV mapping to do it that’s all
don’t worry about this textface it is not really use anymore
it may even go away in 2.5 not certain yet cause there are still modif being done
but i would not be surprise to see this gone in 2.5!