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  • Published 3 Feb 2021

Ability to create tabs when creating node groups

In order not to once again spawn groups, it would be nice if you added the ability to create tabs and place your node instances in them.

Material Presets.png

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Development Status: Open

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v.imran2018
3 Feb 2021

7 Comments

v.imran2018 Author

It would also be nice to be able to change the NM specification, it is not convenient to run DirectX NM through the separate, invert and combine nodes.{attachment OpenGL_and_DirectX_specificationpng}

3
roger.menzi.schweiz

Hi Do I understand you correctly that you want to use this as a kind of "asset manager"?

You open your special startup and have your self-created node groups available.

You choose metal / brass and connect it to an object. Then you copy the node group and select the sandstone from the stones and connect it to another object, etc.? Right?

In order to achieve what the tabs do, you would have to connect your subgroups with switch nodes so that you can select brass or sandstone in the top group.

What do you think about?

PS. Since I create NodesGroups very often, I have an idea with the ColorRamp. Would you like to think about my proposal? blender.community/c/rightclickselect/65dbbc

zhixson.xbdi

Do you have any idea of how this would look from inside the node group? It's a cool idea, I'm just trying to understand it from a UX perspective

v.imran2018 Author

* @Zach Hixson * Add functionality to the N-panel as shown in the picture. When selected, it activates the required tab, into which you can insert nodes. {attachment Tabs_examplepng}

zhixson.xbdi

* @v.imran2018 * From a node-graph side of things how would it work? How would the user set up nodes so that they are only usable if specific items are selected?

If it relies on branching this might cause problems from a technical side of things. While I'm not sure exactly how Cycle's shaders are set up, most shaders don't handle "branching," that well. In fact, usually all "paths," of the branch are evaluated, and then the result of the needed branch is actually used. This means if you have 10 material presets, all of them will have to be processed individually, and then only the correct one is shown causing a massive performance hit.

v.imran2018 Author

* @Zach Hixson * Each tab must have its own nodes that worked independently of the other tabs. This should not cause any optimization problems. The program calls only the necessary nodes, and not all by salvo.

crshanker66

I hope something like this gets added...feels very needed