toby_a wrote:
Thank you for taking the time to document these issues, I really appreciate it!
You are most welcome Toby. Please do reach out if you need anything tested at the Alpha / Beta phase. I am a programmer myself (C++) so running unstable builds to find issues is not a problem.
toby_a wrote:That's definitely a bug, possibly related to the issues of the names in the deletion list not matching exactly the names in the selection list.
Highlighting the current environment is a great idea, I'll add that to my list of improvements.
The problem with these duplicate No Environment entries is that they are classified as "Factory Presets". I fixed the problem that was causing them to be created in the first place, but allowing their deletion is potentially tricky. I'll have a look into it.
Thanks. That will be really helpful.
toby_a wrote:As huakiami said, I thought that issue was fixed in build 70. Does fixing the texture then re-saving the scene make the problem go away?
Confirmed this is working. Thank you
!
toby_a wrote:I recently removed the merging behavior of "Smart Unfold" because it was buggy and I think it was overly enthusiastic about what it was merging. Can you say a bit more about your workflow to help me understand what you want the merging for? For example, how do you end up with duplicates in the first place?
As for why the Falloff map is not being expanded, I think it's falling afoul of the logic used to determine whether it's worth expanding. In this case, the Falloff map fails the test because all of its inputs are "values" (enums and ints). I guess that it would make sense to always expand nodes with a texture output.
Can all nodes be expanded ? Take for example a simple RGB Color node that was in the color correction node (e.g. Input) which now I want to link to other color correction nodes or to the material node pins, etc. directly. In the very old version of this plugin before the smart unfold function was removed and then partially enabled, I could expand the color correction node, get the RGB Color node and then drag to link it up with anything I wanted to. But now, with the RGB Color Node / Falloff node (etc.) not being expanded, to reuse the node, I will first have to select the node from the Node list, drag it to the NGE edit area, manually copy the color value from the RGB Color Node inside the color correction node (etc.) and paste it on the new RGB Color node I just dragged on to the edit area. Then connect the new RGB Color node back to the Color Correction node as well as other nodes I want to be affect with the change in the color value in that RGB Color node. So lot of extra manual work needed just to re-use the color node / falloff node which are not being expanded under smart unfold.
Another example - 2D / 3D transformation node / Mesh UV Projection nodes, etc. where one node can be linked to all the textures that have the same values and changing that common node value will have the affect on all the linked texture nodes. If the UV / Transform nodes are not expanded to a common entry, we will need to make the same change to all the texture nodes individually or again drag the UV / Projection node into the edit area, manually assign the values and then link the node to all the texture node pins. Same thing for other nodes. It just adds a lot of manual work when working with complex matrials.
Hence I would request a full smart unfold. Maybe a smart fold option can also be added so that if we want to reduce clutter, we could select a node and select Smart fold from the right click menu and collapse that node. That will give us users the most flexibility.
toby_a wrote:I will have a read through that, thanks.
Instead of going through that thread if you would like me to list down the issues in this thread, I can. That thread probably has some open as well as some closed issues. I can directly point to the open issue post.
toby_a wrote:Thanks again for taking the time to do this.
Cheers,
Toby.
Thank you Toby. I will get back to you on what I find. Let me run through my list of open items I had to see what got already resolved. Will highlight the ones that I am still facing.
Best regards,
Rajib