Creating "Macros"

Started by sjefen, August 22, 2020, 08:31:09 am

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sjefen

Hi,


Is this possible? Originally written by Jo:


"The macro system would most likely just be a way of cleanly wrapping up a bunch of other nodes into one node, with defined inputs and outputs. You would be able to look inside the macro much as you can look inside nodes now, and see all the nodes that implement the functionality of the macro.

There will not be a macro system in the first release of TG2.

Regards,

Jo"



Regards,
Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
32,0 GB RAM
GeForce GTX 1060 6GB

WAS

Yeah I hoped for this for awhile but don't think it's coming. You. An still contain a whole shader setup within a null shader and save it as a TGC.

sjefen

Then this made it into my feature requests.


- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
32,0 GB RAM
GeForce GTX 1060 6GB

WAS

I think this would be really nice feature. Additionally, for pro software, a way to "lock" and save the macro for distribution would be awesome, so one wouldn't have to learn and obtain the SDK for a shader setup they would like to protect.