Having a play with the node inspector and graph editor, I noticed that if I add a node via the inspector, nothing updates in the graph editor. I guess this is by design, but it does lead to a problem. At least, it seems to from what I can see. I'd love to know if I'm missing anything.
The problem is- if I update the name of a node like opacity (as an example, to something stupid like xyz), how do I recall that the node is actually controlling opacity? In the graph editor it's obvious if I have a node connected to it, but it's not obvious in the inspector if the connection has been made there.
If I haven't missed anything, it'd really help to be able to expand every one of a material's controlling nodes in the graph editor, to help with this.
Node inspector design problem?
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If I may add, anytime you change a parameter type, say diffuse to glossy or what have you, you loose the state off all nodes in the inspector. Closed nodes open and you wind up back on top, I find myself making changes to the wrong material on complex objects (10 or so shaders) because of this.
It would be nice if the organization state remained.
It would be nice if the organization state remained.

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+1obz wrote:If I may add, anytime you change a parameter type, say diffuse to glossy or what have you, you loose the state off all nodes in the inspector. Closed nodes open and you wind up back on top, I find myself making changes to the wrong material on complex objects (10 or so shaders) because of this.
It would be nice if the organization state remained.