Geometry nodes - nested editors (shader, texture, particle)
In order to share node trees that create objects that use materials, there needs to be the ability to create materials inside of the geometry node trees. Otherwise you have to ship the materials seperately. This will also provide the ability to have dynamic materials whose values are dependant on the geometry's attributes.
Perhaps a material editor geometry node, which when opened presents the user with the usual material editor and it's available nodes? A nested shader editor.
Nested node editors could also be useful for other systems such as particles and textures (each providing nodes specific to particles or textures)
2 Comments
A more general context for node editor would be super nice indeed!
From what I recall of the early Everything Node designs, communication between contexts was a big topic, I don't know the current state of it though.
Yes I think one node editor to rule them all, and all the other node editors live inside different types of editor nodes (texture, geometry, particles, shaders).