Two Feature Requests

Started by Cyber-Angel, January 17, 2008, 07:26:23 pm

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Cyber-Angel

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   ;D       
         

sjefen

I love this idea. It would be a lot easyer to have control of everything and make it look nicer.
I'm always trying to make it look nice by making sure nothing is overlapping and stuff like that.
This would make it a lot easyer. I REALLY do hope we can see this in the near future. Great idea Cyber-Angel.
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Oshyan

These are certainly not bad ideas, and of course there are many examples of more polished node UI's to get inspiration from. Hopefully we'll get time to look at these kinds of issues post-release, but there is always a lot of stuff to work on and prioritizing can be difficult. I'm sure you understand that this kind of thing would take lower priority.

- Oshyan

Cyber-Angel

I understand fully as I stated at the beginning of my post "If and when there is time to do so"  I should think that there would be other things to do such as greater interoperability and such would be near the top of the post release hit list and any issues arising from use of the first release. Polish is some thing that comes with time and this is par for the course as it where.

Regards to you.

Cyber-Angel  ;D 

sjefen

I remember Particle Flow for 3ds max had a great solution for it's node connection system. It was very powerful, easy and clean. Maybe this could give some ideas.

http://www.tr3d.com/dokuman/3dsmax/371/pflowevent1.jpg
http://evermotion.org/excluziv/mf_up/fireworks_tut/001.jpg

Here is a video on youtube to get a better idea of how it works:
http://www.youtube.com/watch?v=KyRdK2n2haI

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

AMD Ryzen Threadripper 1950X
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