New nodes feature discussion towards v1.0 final

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tuts3d
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If I may, I'll throw some in the wishlist.

1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.

2) I second, ability to import additional mesh object to an existing scene, as suggested from above or swap a new obj completely. Great when you are doing revisions.
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Jaberwocky
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PhilBo wrote:
Jaberwocky wrote:
Philbo

sorry to be a noob

can't seem to find the new multi-selector node in 2.44 release. :roll:
Could you point me in the right direction.Cheers
You are not a noob :)

It hasn't been added yet! If you look in the first post of this thread, some of the new nodes will be:

CONTROL FLOW SWITCHES (can switch connection between nodes based on an input value)
* switch (simple switch between two dynamic inputs, controlled by bool or int) [accepts any type for switching]
* multiswitch (switch with dynamic number of inputs, minimum 2, inputs can be added and removed, controlled by int, eg 0, 1, 2, etc...) [accepts ant type for switching]

Therefore the functionality that you are looking for can be accomplished with one of the new nodes.
Ah... thanks

thought i was going mad for a second :shock:

Should have read the thread a bit more carefully.
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radiance
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tuts3d wrote:If I may, I'll throw some in the wishlist.

1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.

2) I second, ability to import additional mesh object to an existing scene, as suggested from above or swap a new obj completely. Great when you are doing revisions.
You can currently already make several camera nodes and connect/disconnect them to the rendertarget to have multiple camera views that you can swap.
We've started work on a basic list of new nodes, most of my initial list and several more that were suggested.

Radiance
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thwak
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tuts3d wrote:1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.
Is this what you are looking for?

http://www.refractivesoftware.com/forum ... =21&t=5386
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Jaberwocky
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Thwak...Thanks

Very usefull.missed that post :roll:
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thwak
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Glad to help. :)
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Jaberwocky
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I've been renaming nodes in the preview config screen and adding cameras as required.

1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.

2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.

3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?

just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.
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radiance
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Jaberwocky wrote:I've been renaming nodes in the preview config screen and adding cameras as required.

1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.

2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.

3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?

just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.

Hi,

The mesh preview rendertarget is a node that is used when 'previewing' any node, which is currently used for previewing materials, textures, and also meshes (as no scene node is implemented yet).
Therefore removing the mesh preview rendertarget is not supposed to happen. (we need to make it locked/read only soon).

The way it will work once instancing is implemented is that you can create your own render targets and connect cameras/config to them, aswell as geometry (scene),
then 'render' your rendertarget(s).

Radiance
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Jaberwocky
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radiance wrote:
Jaberwocky wrote:I've been renaming nodes in the preview config screen and adding cameras as required.

1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.

2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.

3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?

just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.

Hi,

The mesh preview rendertarget is a node that is used when 'previewing' any node, which is currently used for previewing materials, textures, and also meshes (as no scene node is implemented yet).
Therefore removing the mesh preview rendertarget is not supposed to happen. (we need to make it locked/read only soon).

The way it will work once instancing is implemented is that you can create your own render targets and connect cameras/config to them, aswell as geometry (scene),
then 'render' your rendertarget(s).

Radiance
Thanks for the info Radiance

very interesting.....looking forward to playing with that ;)
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ello
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how about voroni noise types??
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