future of dag

The interface, modeling, 3d editing tools, import/export, feature requests, etc

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hdd
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Joined: Tue Aug 30, 2005 6:24 pm

future of dag

Post by hdd »

hi all ,
a question to the people that guide the UI design and implementation:
with the new developing of the DAG in blender, is there some way to see if, in the near future, a node based view where we can connect and disconnect nodes? (like in Shake or maya hypergraph)

thanks in advance .
L.

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

maybe.
http://www.blender.org/cms/Emil_Brink.686.0.html

There was also talk about crafter.
That's all I know.

LetterRip
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Joined: Thu Mar 25, 2004 7:03 am

Post by LetterRip »

Node based compositing is on the Project Orange wishlist, as is node based materials,

doesn't mean it is garunteed, but it is something that ton will look at doing if he has time.

LetterRip

joeri
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Post by joeri »

blender already has a node based view.
It's the other view in the outliner.
Editing objects is abandomed, it's seems to abstract for the blender user base.

Node based shader construction seems to be on the users wishlist, not sure thats going to be usefull for the current internal renderer.

Node based image compositing seems to be on Tons todo list for project Orange. Also a nice node Gui api could help out the game engine programmers.

nemyax
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Post by nemyax »

joeri wrote: Editing objects is abandomed, it's seems to abstract for the blender user base.
What do you mean?

joeri
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Post by joeri »

Image
There is an oops view since blender 1.0, but it does not have alot of features.
And it does not look like somebody is picking that up to give it features.

nemyax
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Post by nemyax »

Yes, I knew about the view. I don't remember using it though.
I was just wondering what you meant by referring to the user base and calling this mode abstract.
It's a shame the graph view is so limited feature-wise. It has so much potential.

joeri
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Post by joeri »

I agree.

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