larsmidnatt wrote:No I did use macros, but the idea is that I could certainly see more than one material at a time and borrow nodes if I wanted to.
i remember me double clicking macro nodes and closing and opening tabs in the standalone quite often also
anyway: if you look at one of the very early preview videos for the nge, you will notice a tree root entry called "used nodes" - the idea is already in place: it should serve as a hook to not only grab default nodes from the left hand pane in the nge, but also any other node actually in the scene. and in addition it should allow to place global nodes there... let's say a value node which controls specific parameters not only for one but multiple mats. as plugins can not use macro nodes and the macro input/output system, i was always in search for something to compensate that. but since there might be an awful lot of nodes, and controlling multiple mats through global parameters needs some pretty clever feedback to avoid headache, it just needs some more conceptual thinking in order to provide a smooth working solution - which i never had the time for until now.
word about copy and paste: if you copy any node, it will always copy all child nodes, only collapsed into the base node. since you can easily alt-drag them out again, this might save you from a few additional copy&paste sessions until this is in place.
[edit]: in other words copy the whole mat over by it's base node and drag out what is of use and delete the rest in the target might should be a lot faster. the last copied node btw can be pasted as often as needed and is only changed if a new node gets copied (or cropped).
larsmidnatt wrote:tooltip feedback is never a bad thing. The pin name in the plugin is superior to how it was in the standalone, as the standalone only had the tooltip. The tooltip is missed when the UI is a tad slow, you think you are hovering over a diffuse pin and when you release it turned out you were on the transmission node instead.
Also sometimes I think I'm on a node and release and it apparently wasn't close enough.
i generally avoided tooltips for anything else but help, because there is only one tooltip-switch for the whole stuff. if you turn tooltips off (in DS settings) you won't have any, otherwise you will have them all.
larsmidnatt wrote:But I can see why the name shown twice would be redundant, how about you highlight the pin to suggest where it will connect. The highlight color probably should be different then the connected color. For example you mouse over the diffuse pin, it turns white, you release, it turns green like it does now. No additional text, but feedback that is useful.
that was my thought already when starting to read in here. highlighting the pin in question should be a good way to give the needed additional feedback, and is not overly complicated to implement.
larsmidnatt wrote:I haven't really had any success with converting single mats yet, I'll look into it when I have more time.
imo it is pretty straight forward: select 1-n daz surface entries from 1-n objects/figures, right click and select "create as new" - will create new auto mats only for those, will group them if possible, current linked mats will be unlinked.
larsmidnatt wrote:And how does one refresh textures in the plugin? In DS you press CTRL-I. In the standalone there was a little refresh button near each texture. I don't necessarily need a new button for every image, but a method to force update the texture would be nice.
if you mean refresh from disk, this is indeed missing. must admit i haven't thought of it until now. but this again is a no-brainer, so it will be no problem to get it. in addition it would be imo nice to have this also as context menu option in the octane tree, to reload not only single textures, but all there are (or as much as mats are selected). to avoid reloading unchanged textures, it should be save to record and check the change date of a file (as a feature for later)...