Geometry nodes and compositing node network flow downwards
this is coming from a place of using nuke and houdini for many years prior. In these node based softwares, the flow of your network is downwards, Which allows you to have a very clear line to follow downstream and merge from the left into your main node tree.
Blender uses the left to right tree structure that most shading networks use which is fine, until your tree becomes very complex and then it becomes quiet hard to read.
Would it be possible and are other people of the same oppinion that a downwards structure should be adopted for geometry nodes and compositing nodes. This would allow for a cleaner stream and overall more structure.
I also think that the toolset available by default to sort your node networks in blender is very small. Having acces to wireless connectors(like redirectors in unreal), different node path shapes like in houdini and better visual reference when parameters are referenced(like in nuke). Would make the ease of use and workflow more pleasent.
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I don't think having an optional vertical layout is a bad proposal, but it would take truly extensive work. It is a complete node UI overhaul. I could imagine a system where all nodes have a horizontal layout and a vertical layout, with the option to switch between them on a per-node basis. Can you make some visual mockups of how this would look, and make a list of potential road-bumps in implementing / using it?
In particular, how will the current paradigm of aligning sockets and socket-labels work when sockets are aligned on the top and bottom of the nodes? I don't think simply removing the socket names (as Houdini does) is an option. Blender's nodes also typically have far more sockets than Houdini's, and that is not going to change.