Yeah I know but I just can’t help but have a look see how it works if there is a build available. I don’t make I just peek 8)
Besides if you know we watch closely then you work better :o 8)
Also -and I know I should not say this really - but the community hasn’t had much input into this project in reality…I know… time pressures, practicality, artistic unity etc.etc. No problemo. You guys do an excellent job and I trust Ton to do the best like he always does but I just want to make sure
Blenderheads are all proud parents you know
BTW very nice swirly materials in those pics…
well, even though this is in major WIP…thats the best time to offer our crits and such things…being a coder myself i know that its easier to make smaller code changes during the coding process, then afterwards when i have to change a TON of stuff…so yeah…
Matajon: i think you press ALT-C in the node editor window once you have a material created…
anyways, wow ! i didn’t really think i would get anyone interested in this…but yeah, i don’t really think they are that useless, even though we can’t render yet :] i will do my best to get some interesting things worked up to…seeing how everyone else is :]
First note; this is a WIP project, some commits might change things that
make formerly saved situations not to work identically… like now!
------ New Material integration ------
Until now, the Node system worked on top of the ‘current’ Material, just
like how the Material Layers worked. That’s quite confusing in practice,
especially to see what Material is a Node, or what is the “base material”
Best solution is to completely separate the two. This has been implemented
as follows now;
The confusing “Input” node has been removed.
When choosing a Material in Blender, you can define this Material to be
either ‘normal’ (default) or be the root of a Node tree.
If a Material is a Node tree, you have to add Nodes in the tree to see
something happen. An empty Node tree doesn’t do anything (black).
If a Material is a Node Tree, the ‘data browse’ menus show it with an
‘N’ mark before the name. The ‘data block’ buttons display it with the
suffix ‘NT’ (instead of ‘MA’).
In a Node Tree, any Material can be inserted, including itself. Only in
that case the Material is being used itself for shading.
UI changes:
Added a new Panel “Links”, which shows:
where the Material is linked to (Object, Mesh, etc)
if the Material is a NodeTree or not
the actual active Material in the Tree
The “Node” Panel itself now only shows buttons from the other nodes, when
they are active.
Further the Material Nodes themselves allow browsing and renaming or adding
new Materials now too.
Second half of today’s work was cleaning up selection when the Nodes
overlap… it was possible to drag links from invisible sockets, or click
headers for invisible nodes, etc. This because the mouse input code was
not checking for visibility yet.
Works now even for buttons.
oh holy shit yest finaly, i was wating for that so long, working in shader networks all the time (maya renderman) this makes me so excited, i hope they also throw in some more light models as well.
dar but it looks already so great, and networks allow better connection of node attributes anyway.
it is amazing to see that they push the material node further to be used also for geometry and bones.
mh i cannot find the math node and the way how to add more nodes,
i only see an input and output node in the linked orange belnder file.
ami mising something or is that not included in this build?
da my browser is crazy, the post with shift a wasn there before, after a manual refresh more replies were loaded. normaly the mozilla browser should refresh each page on its own anyway.