That would be a lovely thing, but it still shows up in cm when you switch it to texture and the other modes can’t do translation.
If UV coords are involved, that imaginary space is different for each pixel. UV space is also not a space that can ever exist in the scene except by fantastic coincidence (like if you create a new plane and scale it by 0.5, lol). Therefore it is nonsense - from a practical, not a mathematical perspective. Of course it makes mathematical sense. After all math doesn’t care about units and it might as well be hairwidths or furlongs. You never want to shift a texture by 50 cm of UV space. You want, in your head, to shift a texture by half.
I get your argument, but you are the one as a user who is plugging a uv socket into a point mode mapping node. I generally use the texture mode for the uv stuff, and that is where the cm does not make sense. You can literally stick anything to vector socket, including color outputs. The mapping node is just not smart enough to figure out the incoming space.
My reply was more about the “point” mode since that is what you had in the screenshot because it is useful to have the scene units for the location calculation for such values.
Hahaha, that’s so ridiculously user unfriendly! Only those who know obscure lore pertinent to other software will understand this from the UI without reading the manual.
They should have just included an order of operations dropdown and an invert checkbox. You know, options that actually do what they say they do.
Back to the building, today a patch landed in Blender Cycles which include the first work on a Metal device. If I understand correctly it is the first Metal GPU device implementation.
I guess this are good news for Apple user but iirc Intel GPU support Metal, too.
Since you posted in Cycles X thread, have you at least checked the thread from Devtalk about texture caching that I’ve linked couple posts before yours?
Bundling any .exe files with Blender is not going to happen, as this is Windows only executable. Texture caching as a feature would need to work on all supported operating systems.
Between the major performance improvements slated for Cycles and the major OpenSubDiv improvements in review, Blender 3.1 will be a very exciting release.