2.8++ Proposal - Some Nodes "Everywhere" Idea
Had a crack at how some modifiers & constraints nodes might look in light of the foreseeable particle nodes .
Proposal Notes:
- A new editor "Universal Nodes", for basically almost anything that nodes can be more efficient to produce and generate results.
- The header toggles visibility of the nodes divided into their categories. To prevent node overlap via toggling visibility, the entire node connected tree (based on connection to subcategory output node, eg. "Modifier Output") will automatically shift above another one toggling off/on visibility (eg. Modifier tree that was invisible now visible will shift a top of lets say the Shader tree (based on "Shader Output" node position).
- Not even close to a perfect idea & confusing, but this design I propose is about what if we can have multiple systems on one editor.
- Check box redesign based on this proposal . This solved keyframe icons alignments because initially I had them lined up on the left side next to node inputs/outputs but that was inconsistent with the current 2.8 design.
What I Would Like To See:
- Just a draft, hoping at least this design might inspire some new concepts & brainstorm new ideas that would forge future of Blender's node system.
- Be able to mix & match shader, modifier, physics, all kinds of nodes together when compatible! (eg connect texture/material nodes directly to modifier nodes like displace).
2 Comments
Pretty decent first mode. I think modifiers may need to be encapsulated nodal structures, so you can modify modifiers. A good example is how ICE in Softimge worked. You have good presets, but you also have the flexibility to modify and learn how things work just by opening up the the node groups. Meaning.. you need a nesting system
it would be awesome