Node UX Redesign #382
Replies: 20 comments 81 replies
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The new nodes are really nice after playing around with them for a bit and feel a lot more intuitive than the previous ones (it's especially nice that they now automatically convert between e.g. float & vec3). Test environment:
Tested components:
General feedback so far:
Some slight inconveniences I noticed:
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Hardware info I've been experimenting with it since the PR was still in development. Seems stable as I haven't really found any bugs.. I adore pretty much all of the changes and additions. This specific character really just uses the shader below. There's a unique copy specifically for the hair, but most of it is the same setup. With this amount of nodes, which I don't think is very large, the performance can suffer in the node editor. There's a tad bit of delay when adding new nodes, reconnecting noodles, and undoing. Don't really know why, but the NPR Specular node kinda feels icky to use to me. I much preferred the functionality of the old Toon Shader node and the results it gave. Part of my dislike is that I don't really like working with the color ramps as a part of the nodes, something about that workflow doesn't really click with me. Have not really used the "cycle subcategories" thing much at all. Could just be out of habit, doesn't feel all that intuitive to use to me. Maybe a proper search function would be better suited? So rather than pressing a key multiple times, you just start typing out the name of the function you want. Maybe I'm missing something, but I can't seem to figure out how to get a smooth result from the Ambient Occlusion node? Both of these UV spheres are shaded smooth, but the ambient occlusion is not. Don't know if it's functionality has changed since the previous release, I don't think I ever used AO on a smooth surface prior to this UX update.. EEVEE's implementation of AO does take whether or not the mesh is shaded smooth into account. The Wave and Gradient nodes would benefit from more clearly defined coordinate inputs, "value" and "a" are a little confusing at first glance 😄. I would also like to see the extra settings found on the Voronoi and Noise nodes in Blender's default rendering engines. Thank you Miguel and Kolupsy for spending your time on this project. I can't express how grateful I am that Malt is as high quality as it is. |
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Hardware info: i9-9900k, Nvidia 2080ti, 32GB RAM running Windows 10. No technical issues for me, and it's difficult to express how much I appreciate most of these changes and how grateful I am that the two of you are working on it. A few of the nodes do give me some trouble, but most of it is fairly easy to fix. Color ramps, or at least the NPR diffuse, takes a value of 1 from the ramp handle and outputs it as a value of ~.64 even when set to constant interpolation, which necessitates the use of map range or similar in order to use it further. Kolupsy and I were talking about this on discord so they might have brought it up already, but equal functions in math nodes should probably have a tolerance value so that they work as intended even if two values are not exactly the same. One of the things that I haven't found a fix for yet though is that trying to tweak the normals too much, such as with a normal edit modifier, can result in choppy or blurry shadows when compared to the development branch. Regarding the Ambient Occlusion not using smooth shading thing brought up earlier, that has happened for a while and is not a result of these changes. |
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Yes, we can add that. 👍
Could you upload an example file?
That should be fixed already. 👍 |
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I've updated the branch to avoid unnecessary node tree updates. Does that help on your side? @Kolupsy @dibli-goost @Niruja-bit |
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This is a very noticeable improvement to performance! It's been brought down to about half a second of delay on average)when adding nodes in Material View for me. It's still a bit laggy when attempting to make subtle adjustments, sliding sliders, but at least the delay is less impeding when creating the node trees themselves. |
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@pragma37 I was wondering, could we have |
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I've been experimenting with the new Line Art node a bit more, previously I had refrained from using Depth Width due to it getting in the way of some details. It looks much better to me now though. However, I'm getting rather, uh, inconsistent results when not locked to the camera or an orthographic view. The level of error seems to be dependent upon the viewport window itself: Line art is being generated via this setup, it's quite simple as you can tell 😄 . Parameters are greyed out because the node tree is being linked from another blend file, so that I don't have to manually update the line art for every character. It's being generated within a screen pass on the Render Layer node tree. I don't think this is related to linking, broken in the original blend file too. The level of error between the locked and unlocked view is wildly different for every project, some it's rather minor. Surely this isn't intended functionality? Is it working this way for anybody else? I'm not on the most up to date version of the PR due to the "Don't Save Important Files" disclaimer, but I did test it on there too and the same result persists. |
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On a newer version(the one from the download link on this page) I am encountering issues where changes in the node tree do not actually cause it to update all the time. It does once in a while but is fairly inconsistent as far as I know. Sometimes it fails to compile and gives me a bright yellow material instead but, due to the inconsistency of anything changing at all, it's hard to fix this. It only seems to do it in larger node trees from what I can tell. I hope putting it in a zip file works, if not I can upload it elsewhere. I'm on blender 3.2.0 rather than 3.2.2 if that helps. |
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I have suddenly encountered(it was fine yesterday) two issues. One where map range nodes output only a value of 0 or 1 and where the settings in the material panel have completely vanished. It also seemed to get slower to launch and now no longer displays increased speed in the node editor and I am unsure why. |
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I have finally merged the node-tree-properties branch into node-ux. I've also updated the material examples to use the new nodes: #94 (comment) |
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I noticed that the curvature node has the same issues that the AO had of clearly revealing the topology / flat shading underneath. Is that something we can fix as well? Currently the curvature feature only works well on objects that don't have a lot of normal detail in the first place. |
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Is there a way, in the current build, to change the order in which parameters appear in the material panel? |
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For me, the IDs dont really work either. Using the deprecated nodes is a little bit better but the w channel does not work and the resulting color is off |
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The latest node_ux version, can we still have the settings on top of other materials parameters? |
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I used the branch on a slightly larger project (actually still a small project but at least not just a test) and I found some issues:
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The node-ux branch has been merged into the Development branch. |
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Node UX Redesign
As many of you may already know, @Kolupsy and I have been working on a Node UX redesign
with the goal of providing a more polished and familiar experience for Blender users.
After almost 200 commits, the work is pretty much completed at this point.
Now is your time for testing and providing feedback.
DownloadEdit: Merged!
All the changes are already in the Development version.
What's new?
More powerful nodes
Our main goal was to enable richer node features while maintaining the convenience of declaring them from plain GLSL functions.
Most nodes have been completely redesigned to take advantage of these new features and provide a better workflow.
Improved Node Categories and Node Labels
Search functionality
Shift+A search functionality, including node drop-down functions.
Drop-down nodes
Math Node style drop-down function selection.
You can easily cycle through functions by pressing its first letter key.
Sliders and drop-down options
Node-Wrangler style Preview (Crtl+Shift+Click)
Many more tweaks
Nodes outside the Parameters category now hide their parameters by default in the material panel.
Visibility can still be toggled in the Node Tree side panel.
All Internal engine functions can now be accessed by enabling the Show Internal Nodes option.
Old nodes have been marked as internal, so your existing node trees still work.
Socket types can now be hidden by disabling the Show Socket Types.
Socket colors have been tweaked to match the Blender defaults when possible.
New Node Trees now have a minimal default setup.
Node Tree Local Libraries have been deprecated. (Old node trees that used the feature still work)
New Rendering Features
While the main focus were the UI features and the re-design of already existing functionality, there are some new rendering features too.
Improved Shading Nodes
All the previous shading functionality has been merged into 2 main nodes.
In addition, there are two main new options, Ramp Offset and Max Contribution:
Improved Line Width Node and Line Detection algorithm
The Line Width node has been tweaked and simplified.
Now it's also possible to specify the units of the line width (pixels, screen relative units and world space units).
The line detection algorithm has been improved too.
Layer Blend
MixRGB-like node with support for alpha blending and different color space modes.
Kuwahara Filter
Kuwahara filter
Original image
Other Features
Feedback and testing
What do you think of the new nodes?
Do you like the overall direction?
Did we miss anything important?
Please, keep in mind that the Node UX branch could still have breaking changes based on your feedback.
Your current node trees from the Release and Development branches should still work. If they don't, please report it.
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