Material Node Editor

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Material Node Editor

Postby LOVEXMEDIA » Wed Jul 31, 2019 6:27 am

LOVEXMEDIA Wed Jul 31, 2019 6:27 am
Getting straight to it, the Material Editor Node system needs a rework in the UI. It is kind of clunky and is difficult to navigate when working with multiple nodes. After using Substance Designer I feel spoiled by the seamless interface and how clean it looks! I will do some designs to show what I think could improve the look to update the vibe! I love Octane and I look forward to the many new features to come!
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Re: Material Node Editor

Postby LOVEXMEDIA » Wed Jul 31, 2019 8:41 am

LOVEXMEDIA Wed Jul 31, 2019 8:41 am
Here is a quick rendition of what I have done just to give a visual aid as to what I believe could help clean up the Node Editors look and vibe.
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Mockup MK01.png
Last edited by LOVEXMEDIA on Wed Jul 31, 2019 10:58 pm, edited 1 time in total.
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Re: Material Node Editor

Postby aoktar » Wed Jul 31, 2019 10:46 pm

aoktar Wed Jul 31, 2019 10:46 pm
Thanks for your advice!
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Re: Material Node Editor

Postby LOVEXMEDIA » Wed Jul 31, 2019 11:02 pm

LOVEXMEDIA Wed Jul 31, 2019 11:02 pm
aoktar wrote:Thanks for your advice!


I appreciate you and your work!!

Here is a revised version of the Materials as of 2019.1 RC2.
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Mockup MK02.png
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Re: Material Node Editor

Postby Terryvfx » Thu Aug 01, 2019 1:02 am

Terryvfx Thu Aug 01, 2019 1:02 am
Your revision looks completely unappealing. I don't see how those thick lines are of any help. Also, there is a reason why every single app that uses nodes moved away from those kinds of lines they are all but easy to read. The node interface in Octane looks good already I would focus instead on UX rather than UI. Adding more options like group nodes, shortcuts, a node finder, etc.

Plus if we are in for a change in the look why not go all out and integrate the new C4D system.
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Re: Material Node Editor

Postby LOVEXMEDIA » Thu Aug 01, 2019 5:02 am

LOVEXMEDIA Thu Aug 01, 2019 5:02 am
Terryvfx wrote:Your revision looks completely unappealing. I don't see how those thick lines are of any help. Also, there is a reason why every single app that uses nodes moved away from those kinds of lines they are all but easy to read. The node interface in Octane looks good already I would focus instead on UX rather than UI. Adding more options like group nodes, shortcuts, a node finder, etc.

Plus if we are in for a change in the look why not go all out and integrate the new C4D system.


I agree that my first mock up was pretty rough but the second image is more true to my vision. I am doing a write that goes into more detail about why I think the way I do. I think you are right in that there definitely could be more done in the UX area of C4D's Octane plugin.

What I would enjoy would be look at how the main materials (OctDiffuse, OctGlossy etc.) could be more of a folder system. One that would collapse all connected nodes upon minimizing it and auto arrange them so upon maximizing that MAT node it would be organized for ease of use. There could even be a on/off for that feature so as to keep it as is and allow users to maintain using Toggle to Snap instead as a means to clean up their nodes.

I wouldn't begin to know what would be more efficient in the long run for OTOY, integration or their own system like they have currently but either way I would love to see some polish in the node editor.
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Re: Material Node Editor

Postby aoktar » Thu Aug 01, 2019 8:26 am

aoktar Thu Aug 01, 2019 8:26 am
Actually our node editor system is not a really new system. It's using native containers of C4D by same way you do with material manager. Just putting a graphics interface between user and C4D core. Because of this implementing the groups are hard. I tried that to implement but it's not straightforward to do without issues.
My next step will be to improve the UX for our node editor. And also I'll try to use new node editor of R21. But will keep the our NE
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Re: Material Node Editor

Postby LOVEXMEDIA » Thu Aug 01, 2019 7:29 pm

LOVEXMEDIA Thu Aug 01, 2019 7:29 pm
aoktar wrote:Actually our node editor system is not a really new system. It's using native containers of C4D by same way you do with material manager. Just putting a graphics interface between user and C4D core. Because of this implementing the groups are hard. I tried that to implement but it's not straightforward to do without issues.
My next step will be to improve the UX for our node editor. And also I'll try to use new node editor of R21. But will keep the our NE


I am excited for all the new innovation coming from you all in R21! Thanks for all the replys!
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Re: Material Node Editor

Postby esteoh » Mon Aug 05, 2019 11:42 am

esteoh Mon Aug 05, 2019 11:42 am
Just wanted to confirm that the option to use Maxons New Node Editor (which really has a fantastic usability) would be really great. I like it a lot.
Nice move by Maxon btw that they opened it up for everyone, not for RS alone.
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Re: Material Node Editor

Postby connartist » Wed Aug 07, 2019 5:12 pm

connartist Wed Aug 07, 2019 5:12 pm
I'm trying to decide if its worth it to upgrade or just stick with R20 for as long as possible and then eventually upgrade. Is porting Octane over to the R21 node system a low priority that could likely take a year? If its right around the corner it could weigh my decision to upgrade before my MSA is up, thanks!
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