If and when there is time to do so (Post First Commercial Release, of course) would it be possible to implement flexible node connections like World Machine has, where is you move a node you get a nice curve, this would make for tidier networks in TG2 but I think the node connection lines would need to Spline based or some thing or what ever implementation is quickest and least likely to break other things?
Right now since we don't have flexible connection routing, connections need to cross other nodes making complex networks visually cluttered and hard to work with under some conditions: I presume that TG2 treats internally each node as and object class? This would be important when assigning shaders as the flexible routing should be sophisticated enough (Route Finding or some other method) to link nodes together without having to cross them as now.
The Second I suppose related feature found in some 2D drawing/ Art and most CAD software (With Exceptions) is Line Hops at line intersections again this small feature if not already planed for the future would make the node network (IMHO) visually cleaner, there should be away for more complex networks for the artist to be able to disable this feature if needed (A simple cheek box would do) if required?
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Just some idea's I had on the matter and there maybe reasons why all of the above maybe impractical and / or impossible to implement, I'd like to think they where given the modular architecture of TG2, but if not no big loss.
Regards to you.
Cyber-Angel