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.