Various Node Group Ideas and Improvements #404
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Pardon me if I'm a bit late, but are there plans to allow for two different kinds of vec3 input for convenience reasons? From what I've seen so far node groups only have the vec3(color) socket, not the vec3(XYZ) socket. In case my terminology is a bit of, what I mean is this Also I am getting an error stating that SBNE facing, SBNE loc, and SBNE rot are conflicting with a previous declaration in autogenerated/nodegroup.mesh.glsl |
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Here's a some general things I found myself wanting as I've been testing out the new Node Groups branch, I might add more later when I think up some more.
) I think it might be useful to add a reload operator to the actual Node Group node. So that you don't have to re-enter the node group or select the pre pass/main pass outputs to reload their properties. Perhaps a better solution entirely would be to add a reload operator to the material tab? Pretty sure most people just always have the properties window visible, and it'll probably be on the material tab if they're actively working in the Node Editor.
) Min Max options for input properties would be useful as well. As already mentioned here: Node Group Input parameters lost their min max clamp #403.
) I think float would make more sense as the default property type, rather than a boolean, I've personally used float the most.
) An operator to create a new Node Tree (and automatically select them) on the Node Group node would be useful. Btw i'm getting crashes when attempting to use the edit Node Tree operator when no Node Tree is selected, I'll have to make an issue report after this.
) Input properties should have the ability to be hidden, so that you have to plug something into them, similar to the Normal inputs on the various shader nodes for example.
) I actually rather like to color code Node Groups, as well as relevant nodes to visually distinguish various parts of a node tree apart, and clearly denote relationships.
I think it might be a good idea to add the ability to automatically color a Node Group based on it's Node Tree, that way every time I load that VFX Node Group there it will always be red. Don't know where the setting would be, maybe the output properties in the node tree? There you could set the default color for the node, and override it if you'd like later as usual with property overrides in Malt.
) Re-Ordering of Node Group properties would be nice, same goes for Material Properties too honestly.
) What's the possibility of getting a similar render layers/screen pass functionality out of Node Groups? I'd like to be able to convert inputted colors to images via them, but on the mesh level rather than the screen level. I know that this isn't usually possible in rendering engines. But... is there a chance we could get that functionality? I'm a glitch artist first and foremost.. and let's just say there's a lot of fun to be had there 😎
I guess what I'm really asking for is some sort of live image baking solution? I think it could be neat. Btw, this is actually what brought me to Malt in the first place. I was looking for a solution to it since EEVEE and Cycles couldn't do it, people told me it might be possible here, so here I am 😄
So far really happy with the implementation, feels really nice to clean up my node trees. I plan on releasing some node group collections as well once it's in a more stable state.
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