UVmapping in Blender is a breeze. Just select some faces and use the unwrap functions. Then load an image into the UV/Image editor and you’re done. Don’t forget though, to turn on the TexFace button in the materials screen and your textures render nicely.
My problem is with the concept ‘texturing’ in Blender. It seems you can have UV Texture with different layers when working from the UV/Image editor, but then you can also have image textures through the Materials screens.
These two seem to work differently. What I thought is that using UV/Image editor is a way of ‘rapid prototyping’ your textures. Hence the TexFace ‘trick’. But hey, now I want to use my texture to influence Reflectivity also. No way if you have been following the UV/Image editor route.
So please, could we all agree on TexFace being a shortcut and include a button in Blender to easily convert UV textures to plain textures with UV coordinates.
So I can use them in nodes. So I can map them to other channels. And so on and on.
Please tell me I am missing out on some point here ?