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  • Published 10 Aug 2019

Hybrid editor node for compositor (applications based from principled shader)

Hello guys. I would like to propose an additional node in the compositor. This has some similarities with principled shader node with its main basis of being built was to create a much faster workflow for some basic applications.

The main difference it demonstrates is that it is a hybrid between a toolbar and nodes. It has some drop down menu functionalities which adds add some more potential setting or effects configurations.

I am not quite sure if this would make sense but I believe this would become handy to those users who are new to this software or just prefer to use the simple menus more than the node system when working with the compositor. I think it would be nice for blender to have something similar like this. Not necessarily the same with what I have created, this must be too for some but the main principle behind the node is what I believe what's important.

Thanks.

hybrid editor for compositor.png

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Development Status: Open

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johnpdelacruz26
10 Aug 2019

5 Comments

jason

Not personally a fan of this idea. I'd rather spend energy on educating users on how to use a node-based workflow more effectively.

1
johnpdelacruz26 Author

* @Jason van Gumster * I see what you mean. The main idea of the node is for a faster workflow and a cleaner workspace.

The nodes functionality will only focus the the basic things that a user would probably use most of the time which are opacity, layering, blur, glare, vignette filter color correction and color grading.

1
jason

* @johnpdelacruz26 * Isn't that what groups are for?

johnpdelacruz26 Author

* @Jason van Gumster * Yes. This is somewhat achievable using groups. One feature that I think groups cannot do is this node's property section will switch accordingly to what layer the user is currently selecting. This will potentialy make the workflow faster and also additional nodes will be lesser resulting in to a much cleaner viewport.

I might have took this proposal a little bit complicated but that is what I have thought at that time and I may have to create some alternatives that are much simpler or practical.

dcb.creative

I am a fan of this proposal because it could be a real space saver when working on a laptop. A practical User Interface option to avoid switching work-spaces. The Hybrid Editor would nestle nicely into either the N panel or Properties Editor leaving the the focus on the 3D View. It would be like the material tab, where users can quickly apply and adjust the Principle Shader while they are still assembling the geometry of objects, then later when it makes sense to change focus the user can switch to the proper work-space for more detailed work.