Otoy really need to figure out a better way of displaying node. As you can see from my screen shot things really are getting out of control. The introduction of geometry groups hasn't done anything to improve things. What we really need is expandable geometry groups. So in my example I could have a group for the house, a group for the world etc.
I still need to add 4 more houses to my scene and by the time I've done that things really will look like a ball of string.
Got to do something with nodes
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Yes, I agree. There is a lot to talk on this subject. First lets see if Otoy is prepared to listen... (its a waste of time to comprehensively lay out ideas for improvements, if you don't even know if they will get acknowledged)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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If they could adopt something similar to Blender then that would be fantastic. The ability to group nodes into an expandable collection would be ideal.
The ability to resize nodes and also rotate them would also be a step forward. In my example nearly all of the nodes are single connections into the node below so if I could rotate most of them by 90 degrees whilst keeping the pin at the bottom then I would be able to neaten things up quite a bit.
The ability to resize nodes and also rotate them would also be a step forward. In my example nearly all of the nodes are single connections into the node below so if I could rotate most of them by 90 degrees whilst keeping the pin at the bottom then I would be able to neaten things up quite a bit.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
I've asked for this a few times (no response). This is the most crucial & first thing to do - a generic node container with arbitrary type & number of input & output pins.steveps3 wrote:The ability to group nodes into an expandable collection would be ideal.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Yes!!matej wrote:I've asked for this a few times (no response). This is the most crucial & first thing to do - a generic node container with arbitrary type & number of input & output pins.
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
We're listening to all the feedback on this. Further tweaks to the node UI will follow getting Beta 3 standalone, SDK and plug-ins are 100% stable and optimized.
You might wanna put up some feature request tracking system. Because right now there is no way to know if something has been acknowledged or what is the current position of the devs on the subject. So a lot of things get repeated over and over in various threads and by various users. Some more organization would make users give better feedback & better (detailed out) ideas.Goldorak wrote:We're listening to all the feedback on this. Further tweaks to the node UI will follow getting Beta 3 standalone, SDK and plug-ins are 100% stable and optimized.
This could be rudimentary implemented as "feature sticky threads", where devs would lay out their plans for a particular subject (say; improvements of the Graph Editor) and users would post their views on this.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Nice mess. Add some render targets with camera, tone-mapping, resolution, environment & kernel nodes to the party 

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net