[BUG] 2.43 Windows - Missing Node line cut

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
User avatar
PolygonPusher
Licensed Customer
Posts: 45
Joined: Fri Feb 04, 2011 4:00 pm
Location: St.Loius
Contact:

Before I begin reporting on this, I did a search to see if this came up any were which it did not. So I wanted to make sure that it was reported as a bug since I think its more then just a missing feature and more a necessity for a node editor.

You can not cut a line once it been made with out destroying the node to which that line connects.
polyon-pushers.org| Flickr| twitter | vimeo
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

I find this behavior very annoying, since ever, but apparently it's not easy to implement a solution that would persist data in a more user-friendly fashion.

In some cases this behavior makes you reload the whole scene - like when you map roughness on glossy shader, then change your mind and disconnect your map, but you can't use a floattexture to replace it because it wont let you input values lower than 0.001
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
PolygonPusher
Licensed Customer
Posts: 45
Joined: Fri Feb 04, 2011 4:00 pm
Location: St.Loius
Contact:

I dont think it would be that bad if the IDE have to reload the whole material ball. Now for another complex scene mesh that maybe a different story but even then it would be so much faster to be able to work in the node editor the way you should be able to as most people experiment on the material ball anyways.
matej wrote:I find this behavior very annoying, since ever, but apparently it's not easy to implement a solution that would persist data in a more user-friendly fashion.

In some cases this behavior makes you reload the whole scene - like when you map roughness on glossy shader, then change your mind and disconnect your map, but you can't use a floattexture to replace it because it wont let you input values lower than 0.001
polyon-pushers.org| Flickr| twitter | vimeo
spec: i7 975 3.33ghz | 12 gigs ram | gtx 260 - 195 cuda cores | win 7 64bit | blender 3d | Octane 2.43
IRC: freenode - #blenderchat - #blendercoders - #octanerender
Post Reply

Return to “Development Build Releases”