Author Topic: Node Editor feedback (2018-08-03 version)  (Read 18971 times)

2018-08-04, 11:50:18

NEO-N

  • Guest
Deleted content.
« Last Edit: 2019-12-16, 03:35:26 by neon »

2018-08-04, 18:41:44
Reply #1

Cinemike

  • Active Users
  • **
  • Posts: 1000
    • View Profile
I REALLY love to drag and drop bitmap files from an explorer window into the node editor of R20 and it creates an image node there.
I'd love to have this for Corona, too.

2018-08-05, 02:47:44
Reply #2

furtonb

  • Active Users
  • **
  • Posts: 22
    • View Profile
Thanks for the release!

Some other areas of improvement to add to the previous list
- duplicating nodes (either via cmd/ctrl+c and cmd/ctrl+v or dragging the node with a modifying key pressed – like in Grasshopper) doesn't seem possible
- removing connection between nodes directly in the editor (either via right clicking in the editor window on the input/output socket, or dragging the node out of an input when pressing a modifying key)
- alignment and distribution of nodes: when dragging multiple already existing materials into the nodal editor, it takes a lot of time to arrange nodes in a usable manner (especially when doing dozens of them at once)

Keep up the good work!

2018-08-05, 17:29:34
Reply #3

koubankeo

  • Active Users
  • **
  • Posts: 119
    • View Profile
It looks very good :)

So far only kendo shader-karate tiles and interactive rendering are not working. Cinema layer shader is not supported? Shader fusion causes crash. And textures manager is empty..

Thank you very much!!
« Last Edit: 2018-08-05, 18:05:13 by koubankeo »

2018-08-05, 20:02:05
Reply #4

furtonb

  • Active Users
  • **
  • Posts: 22
    • View Profile

I already mentionned the first one, and the second one I think it's possible (if I understand correctly). At least I can tell you for sure that you can unplug the nodes with the mouse.

I'll add the third one to the list so we have a full clear list for the devs, thanks!

Yes, it slipped under my radar – you mentioned the ctrl+drag version, whereas it should possible via ctr+c/v or right click/duplicate as well.
I am trying to unplug the nodes, it is not working (I tried with all the possible combinations and clicks): how do you do it?

(Note: I'm on a Mac, so if you are using Windows, it could be a platform dependant issue.)

2018-08-06, 09:41:51
Reply #5

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 3811
  • Bengamin
    • View Profile
    • Cormats

I already mentionned the first one, and the second one I think it's possible (if I understand correctly). At least I can tell you for sure that you can unplug the nodes with the mouse.

I'll add the third one to the list so we have a full clear list for the devs, thanks!

Yes, it slipped under my radar – you mentioned the ctrl+drag version, whereas it should possible via ctr+c/v or right click/duplicate as well.
I am trying to unplug the nodes, it is not working (I tried with all the possible combinations and clicks): how do you do it?

(Note: I'm on a Mac, so if you are using Windows, it could be a platform dependant issue.)
Like so...
Bengamin Jerrems l chaos-corona.com
3D Support Specialist - Corona l contact us
Corona Uploader l Upload
Portfolio l Click me!

2018-08-06, 13:00:47
Reply #6

furtonb

  • Active Users
  • **
  • Posts: 22
    • View Profile
Like so...

Ah, so the end of the rope. I was trying to unplug from the input circle... :)

Thanks!

2018-08-06, 14:00:58
Reply #7

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 3811
  • Bengamin
    • View Profile
    • Cormats
Like so...

Ah, so the end of the rope. I was trying to unplug from the input circle... :)

Thanks!
No probs!
Bengamin Jerrems l chaos-corona.com
3D Support Specialist - Corona l contact us
Corona Uploader l Upload
Portfolio l Click me!

2018-08-06, 14:50:10
Reply #8

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 3811
  • Bengamin
    • View Profile
    • Cormats
Ah, so the end of the rope. I was trying to unplug from the input circle... :)

I said the end of the spline (rope) especially...I'm sad. Joking. All sorted out now, thanks beanzvision for the video.
No problem at all. Thanks for the thread too. We're watching it closely ;)
Bengamin Jerrems l chaos-corona.com
3D Support Specialist - Corona l contact us
Corona Uploader l Upload
Portfolio l Click me!

2018-08-06, 15:12:07
Reply #9

furtonb

  • Active Users
  • **
  • Posts: 22
    • View Profile
Ah, so the end of the rope. I was trying to unplug from the input circle... :)

I said the end of the spline (rope) especially...I'm sad. Joking. All sorted out now, thanks beanzvision for the video.

Yeah, you are right again...
The heat starts to melt my brain, textual instructions are not working anymore apparently... A beer could help, though. Let me see.

2018-08-06, 16:29:46
Reply #10

Beanzvision

  • Corona Team
  • Active Users
  • ****
  • Posts: 3811
  • Bengamin
    • View Profile
    • Cormats
Ah, so the end of the rope. I was trying to unplug from the input circle... :)

I said the end of the spline (rope) especially...I'm sad. Joking. All sorted out now, thanks beanzvision for the video.

Yeah, you are right again...
The heat starts to melt my brain, textual instructions are not working anymore apparently... A beer could help, though. Let me see.
No need to check, beer always helps! ;)
Bengamin Jerrems l chaos-corona.com
3D Support Specialist - Corona l contact us
Corona Uploader l Upload
Portfolio l Click me!

2018-08-06, 20:48:26
Reply #11

Eddoron

  • Active Users
  • **
  • Posts: 552
  • Achieved Pedestrian
    • View Profile
I would agree with almost everything written in the first post, BUT the native layer shader should be replaced.

Masking one map out can be quite confusing, especially if you're using mixes in a folder and mix that too.
The shaders inside the layer will be dragged around or new shaders created above them/nesting the old ones.

Would the input nodes switch when a shader is dragged from top to bottom etc? This seems unnecessarily confusing.

I'd go for a compromise shader between the C4D layer and Corona's material.

Have input nodes and directly below the masking channels. The mixing mode should offer many options as do the native mixing shaders.
A "+" symbol on the new layer shader to create additional node inputs, as it was suggested, would be great. The numeric mixing-value should also be independent of the mask.
This is a much-requested feature. 1=full mask, 0= no mask.


2018-08-07, 17:36:05
Reply #12

mendunia

  • Users
  • *
  • Posts: 4
    • View Profile
Hi all,

I have my own "wish list" too, about functionality of node system ;p
some of my suggestions were mentioned before:

1. ctrl+RBM  -> Drag and copy, material or shader inside node editor
2. node structure should be saved inside each seperate material (right now if i drag material to new "view", position of each node will reset and stack one on top of other)
3. Right now we can't save material made in node editor in Content Browser, textures and some of shader aremissing. It pointless to use node editor if we can't save or move materials between scenes.
4. rectange selection of multiple shaders/materials inside node editor.
5. on left side of node editor there should be list of shaders (similar to redshift or arnold) just to drag and drop to create new nodes
6. If there is material selected in material list it should be highlighted in node editor too,
also by pressing "S" we should be able to frame this material in node edtitor.

also, is there any possibility to rework material view to be more compact, dense? (probably i will be hated for that by anyway, more like in 3DS ;p)


I konw it all take time, I wish the best for Corona and Corona Team!

best
Greg

2018-08-07, 20:13:35
Reply #13

koubankeo

  • Active Users
  • **
  • Posts: 119
    • View Profile
I already wrote earlier, kendo shader and in interactive rendering when using a shader filter, the material is yellow. I know it's a small bug, just put it in the future list :))

Thanks

2018-08-08, 07:26:20
Reply #14

Eddoron

  • Active Users
  • **
  • Posts: 552
  • Achieved Pedestrian
    • View Profile
I know those renderers mixing nodes. Though, I'm not sure I understand correctly what you mean.