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  • Published 6 Feb 2024

Capture edits node + new edit mode modifier to house it

Every time you enter edit mode, the first time you use an operator a new 'edit mode' modifier would be placed in the modifier stack, and it would contain only one type of node at it's top level, a 'capture edits' node.

The capture edits node would record consecutive edit mode operations as an internal node network, accessible by pressing tab to open up the 'capture edit' node (like groups). This would also allow edit mode operations to be changed after the fact, effectively a node based editable undo system. This is how houdini works.

This functionality could be disabled in the 3d viewport options menu, in case you don't want to record your edits. There would be an option to hide these modifiers to keep the stack easily readable for scenarios where edit mode has been used repeatedly. Additionally to keep the stack short, if the last modifier is already an edit mode modifier, then instead of creating a new modifier, it would create a new 'capture edits' node in the existing modifier, and wire the previous 'capture edits' node to it's input.

This would mean every edit mode operator would need a node equivalent whose interface is a replica of the edit mode operator's redo panel. It should also store the vertex/face/edge id's that the user chose to operate on. Perhaps it could generate a selection node and then connect that to the operator node's selection input so the selection can be modified after the fact too.

Basically this would be a way to create geometry node networks without manually adding and wiring up nodes. It would just record what you do in the 3d viewport.

There could also be a sculpt mode modifier that captures the end geometry state rather than recording each operation.

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Development Status: Open

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3di
6 Feb 2024

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