The New Planned Texture Workflow

read that workflow

isn’t the last part, about having in the texture a menu for selecting it to affect world, or modifiers etc a bit backwards?

I see a workflow where you create a texture, or load. then go to the modifier, and in modifier you have a menu to select from all texture what to use for different properties.

I mean one modifier could in theory use 10 textures for different stuf, particle emission, life time etc…

why not use nodes for the modifiers, so a particle node have many many input sockets, and you could just a node tree to do whatever you want , have textures mix etc, then hook the result into a image socket that controls let say particle emission.

just saying … or did I interp that Page wrong ? seems a bit focused on stacks. guess a stack is faster to create than the node tree.