Auto-center nodes of newly created materials in shader editor.
When you create a new material, a shader and output node are set in the node editor. When you edited a material before that, your view might not be centered at the new node setup. In 2.79 and earlier, one could tell by the scroll bars where to look at, but now the bars are hidden unless you hover over them. Either we should show them constantly in the node editor, or the view should be centered, which i prefer.
5 Comments
I agree with grinsegold's suggestion. The Node Editor needs only something as simple as a fixed origin marker at a nominal 'origin' position in the editor. That way, when adding a new material, the user can ensure they position the node setup approximately around this marker.
When you open an old blend file and all the materials have their node trees moved out of center, it is very tedious searching for the nodes each time you select another material. So I made a script to recenter all nodes and now when I import it in a text editor of my blend file I just run it to solve the problem.
"
import bpy
for item in bpy.data.worlds, bpy.data.materials:
"
Are you talking about changing the view back to the center of the Node Editor workspace, or just placing the nodes at an arbitrary place that happens to be the center of the current view?
@Jason van Gumster: I don't care as long as i don't have to search the nodes or to press a set of keys to bring them to the center of view.
@grinsegold: Well... here are the trade-offs:
That's what I could think of on the fly. Probably reframing on switch is the best solution, but only if each node setup can retain its own workspace view. Otherwise, I anticipate that a lot of artists are going to get upset when Blender "turns the page" on them when they switch networks.