Material editor improvements

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
User avatar
magni2de
Licensed Customer
Posts: 2
Joined: Fri Jul 23, 2010 10:35 am
Location: Moscow, Russia

Hi, Radiance.

I want to show you my vision of the Octane Grapth Editor.

Current disadvantages of the current Graph Editor:

1. All nodes in Graph Editor are similar to each other. If I look at the screen I can't quickly understand what's going on. The only difference between them is the tiny icon on the left side and the node title. Let's take for example RGB Spectrum and Glossy nodes. The first is a simple color node, and the second is a material node with a lot of settings, but on screen they look almost identical. This is very bad.

Solution: If possible nodes must have preview thumbnails. If this is the image node, it must have a preview picture. If RGB Spectrum, then color. Checker, gradient and other nodes which may have a preview picture must have it. Material nodes must have thumbnails.



2. Connectors on top of the nodes save space, but can't help to understand what they mean. To understand this I must to move the cursor on the circle input and wait a second until a tooltip will appear. This is very very much slow down a work, especially with big scenes.

Solution: it is necessary that their values were immediately visible. It is impossible to do in such way as now. I really like the Cinema 4D Xpresso editor :
http://c4dlist.com/wp-content/uploads/2 ... ion_01.jpg
http://www.maxon.net/uploads/pics/xpresso_08.jpg
http://biorust.com/tutorials/cinema4d-expresso/tut1.jpg
http://img.skitch.com/20110506-b4ha8y7c ... nmfptx.jpg


Please, look at my version of the new Grapth Editor interface.

PS. I also do not like some things in the Node Inspector, but currently I have no time to visualize how to make it better.

Sorry, English is not my native language.
Attachments
octane_v01.jpg
Mac Pro 2x3.2GHz, 10Gb RAM, Quadro 4000, Lion 10.7.2
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

I kinda agree. The GE becomes a mess very fast. When the devs will finish the current big changes they are doing, they ought to give some attention to the shading workflow. There's a lot of improvements & features suggested that regard the GE all over the forums.

I personally like the visualization you did there. A right to left graph would allow embedding text & other data, while still conserving space. In this case nodes should be collapsable, so you could hide all the text & input pins, and that just the name & icon would be visible.

We could have a group container node, where you could throw anything you want and set arbitrary inputs & outputs for the group that should be available through the group container. This way you could throw all the nodes that are a logical group (for example; all the materials of some character in the scene) inside, thus make the place more tidy. The group should be ofcourse collapsable.

Example from Blender nodes:
node-group.jpg
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
User avatar
magni2de
Licensed Customer
Posts: 2
Joined: Fri Jul 23, 2010 10:35 am
Location: Moscow, Russia

Blender nodes look almost perfect
Mac Pro 2x3.2GHz, 10Gb RAM, Quadro 4000, Lion 10.7.2
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Matej

I like the collapsible 'black box node approach to the nodes in your version.

make an unholy mess of a new material within the box, and then collapse the box to keep things tidy.

Great idea.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

definetly RS should copy that from Blender

We live in COPY + PASTE (+ IMPROVE) time

we dont have time to loose developing something what is allready developed and work great !
ArchiCad, Blender, Moi3d
GTX 580 3GB
Win 7, 64 Bit
User avatar
Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
Contact:

I like the compactness of the nodes that is offered by octane today.
I have to deal with more then 100 materials in my scenes, so to have bigger sized nodes will create a mess of my node graph making it difficult to navigate.

So to have bigger nodes wouldn't make an improvement for all situations and users.
But I can understand that some naming and preview material options could be handy for some situations or users.

But please, only as an "expand node" option.
The compactness of the nodes is something really nice at the moment.
User avatar
vinz
Licensed Customer
Posts: 230
Joined: Fri Apr 09, 2010 5:00 pm
Location: France

necko77 wrote:definetly RS should copy that from Blender

We live in COPY + PASTE (+ IMPROVE) time

we dont have time to loose developing something what is allready developed and work great !

True, personnaly i like a lot the way blender node work !
easy and intuitive.
i7 8700k / 16Gib / GTX980Ti 6GiB / win10x64 1803 / Blender 2.78a / drivers 416.34 + Octane 4.0 Standalone / OctaneBlender
ara
Licensed Customer
Posts: 7
Joined: Mon Apr 25, 2011 1:23 pm

Copy/paste, grouping and collapsing, instancing nodes and custom node colors would be great. Thumbnails would help if no other method of seeing what's going on at any given point of the node tree is going to be implemented.

But about the nodes themselves, ability to expand the node to reveal the connection labels would be the extend I would recommend going. If you put controls on the nodes you just end up zooming in and out all the time, instead of simply selecting. Controls are best kept in separate UI element. Node based compositing software like eyeon Fusion or The Foundry Nuke have pretty much perfected the node based workflow over the years, no real reason to look any further.
CPU: i5-2400 | RAM: 8GB | GPU: 2x GTX 570 (2560MB) | Drivers: 310.70 | OS: Win7 Pro 64bit SP1
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

vinz wrote:
necko77 wrote:definetly RS should copy that from Blender

We live in COPY + PASTE (+ IMPROVE) time

we dont have time to loose developing something what is allready developed and work great !

True, personnaly i like a lot the way blender node work !
easy and intuitive.
cut-copy-paste...and node instances
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
abreukers
OctaneRender Team
Posts: 500
Joined: Thu Aug 18, 2011 12:28 am

Hi folks, all suggestions are greatly appreciated, however, since these changes here are easier said than done, we will concentrate first on implementing some absolutely necessary features such as sss, and also the plugins. Not everyone's wish can be fulfilled all at once, but I'm sure someone's wish has come true at some point already. :)

cheers.
i72630QM @ 2.00GHz | 6GB RAM | 2GB GeForce GT 540M | Win7 64bit
Post Reply

Return to “General Discussion”