Material Settings as Node group inputs only
Geometry nodes have this great design, that they are treated as node groups. Only the wanted, custom, settings are revealed in the modifier stack. Also, because geometry nodes are node groups, a geometry node setup can be placed/dragged into another geometry node setup easily.
In contrast, the Material settings, in the properties editor, show the last node connected to the Material output node, which is a barely usable, awkward, design. And those dots, to see what else is connected, it's all just a mess...
Material settings should work like geometry node settings. In the material settings tab, show only the custom node group inputs, that are set by the user, instead of "Surface" and "Volume" panels. That would be A LOT cleaner and more consistent.
Imagine the joy of not needing to open the shader editor, and just having the file path inputs for Base color, Normal map, Roughness, etc, in the Material settings tab, for quickly making PBR materials...
Another thing: The "Use nodes" button/checknox is useless. Remove it. The user uses the nodes, always. The only purpose i could think of for turning off "Use nodes" is to simplify and limit the material properties editor, and this is covered by this proposal.
2 Comments
There is already a proposal for this here blender.community/c/rightclickselect/Pfhbbc
Oh my god, you read my mind! Ever since using Geometry Nodes in the modifier properties panel, I've always thought this is how the material editor should work. Especially since I don't actually just the principled bdsf settings via the material properties panel anyway.