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Node inspector design problem?

Posted: Sun May 30, 2010 8:52 am
by r10k
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.

Re: Node inspector design problem?

Posted: Sun May 30, 2010 8:55 am
by r10k
Actually, I guess I can just look at the green triangles to figure things out, but... it'd still be nice :)

Re: Node inspector design problem?

Posted: Sun May 30, 2010 5:12 pm
by radiance
green triangles means there is a default setup inside the pin.
in 2.3 we will be offering more graph editing options including the option to 'uncollapse' these into nodes.

Radiance

Re: Node inspector design problem?

Posted: Mon May 31, 2010 4:15 am
by r10k
Awesome, thanks radiance.

Re: Node inspector design problem?

Posted: Mon May 31, 2010 4:23 am
by obz
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. :)

Re: Node inspector design problem?

Posted: Mon May 31, 2010 10:24 am
by GeoPappas
obz 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. :)
+1