create nodes - feature request

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Refracty
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Lets say you have an imported obj with multiple materials. Sometimes you want to create and connect seperate material nodes and connect them with the obj.
It would be nice to click on the obj and choose "create nodes" so that already included materials are duplicated in seperate nodes.
Maybe there is this option already and couldn't find it. It sounds too obviously.
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teecee2107
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You mean that it would generate the material nodes in the graph editor and connect them to the obj ? That would be very helpful indeed !
+1
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kavorka
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you can right click on each embedded node, then copy and past in the node graph. but a feature to explode all the nodes would be nice.
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pixelrush
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Sounds good except in some cases I've ended up importing an .obj that has a *lot* of materials. Like its one l-o-n-g bar. In that case an explode would create an enormous number of nodes and it would be a tangle to behold. How about a 'break off here' function as well. In that way you could make a few shorter bars out of it and then explode one of more of special interest. A really wide bar is a nuisance to work with.

Edit: I suppose dragging a rectangle to custom select a nodes of interest for exploding would OK. ;)
Last edited by pixelrush on Sat Apr 20, 2013 6:09 pm, edited 1 time in total.
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ROUBAL
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For my own, when I ham happy of a structure (nodes tree) I copy each node in the following and delete the original after deleting the link, to get finally only one bar including all materials. It is useful to create macros of complex objects that can be easily imported in other projects (vehicles,characters, buildings).

It is way to manually group (encapsulate) the nodes, into only one node.
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shelshok
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It would be nice to be able to right click and choose either create node (for just that one level) or create network to expand that whole hierarchy.

It would be even nicer to be able to just ctrl-drag from the dot to pull out the node to somewhere in the graph.

Image

Edit: or alt drag, since ctrl should be letting us drag a copy of a node, and in this case, dragging out the node as I suggested, but not connecting them (as in copy, then paste).
A2Zen
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shelshok wrote:It would be nice to be able to right click and choose either create node (for just that one level) or create network to expand that whole hierarchy.

It would be even nicer to be able to just ctrl-drag from the dot to pull out the node to somewhere in the graph.

Image

Edit: or alt drag, since ctrl should be letting us drag a copy of a node, and in this case, dragging out the node as I suggested, but not connecting them (as in copy, then paste).

YES !! I like this :)
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acc24ex
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most of those node feature requests are already working in 3dmax node editor - like pick the material and spread out all of the nodes in the graph editor
- now I'm testing in the standalone version (still the fastest way to set up and examine materials) - and I am really missing those node features - it should have been there from the first version, just examine the functionality of 3dmax node editor, it's pretty intuitive

- things like shift+drag copies a node, ctrl+alt+drag moves all the childnodes with the main node, and the above mentioned - makes a difference in the workflow, and seems pretty intuitive
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