Yes, the Node Inspector will remain separate from the Object Inspector and handle individual nodes—simply because it is more convenient to work that way when both panels are available. Nodes are already distinct Python objects, so it is only a matter of time before we can write new nodes in Python and use them for other tasks, such as procedural modeling.
I would appreciate your suggestions regarding the UI/UX.
The ObjectInspector currently features a context selector at the very top (Object vs. Layer) to choose whether you want to manage the properties of the object or the layer. For the next version, I plan to add a default Transform component to all objects—something currently missing—which will allow for numerical control over an object's position, scale, and rotation, as well as the ability to write new components in Python.
would it be presumptuous of me to pitch some UX designs for this feature?
If I get some free time this week and I use it enough to get a better understanding of what it does / how it works I may have some ideas on how to make the UX more intuitive to a new user who has no idea what the thing is or what it does.
I can also stick to bug reports and avoid the high level UX feedback if that is preferred
Some intuition friction I get immediately from "object inspector"
- inspectors in basically all other 3d software show the properties of a selected item. In 3DCoat an object inspector would most intuitively show the user the properties (transform, visibility state, etc) of the currently selected sculpt object or paint object.
- One thing that's sort of unintuitive about 3dcoat in general (though I actually think this is a good feature, it just doesn't work like other stuff) is that layers are scene-globals, IE they are not defined per object, they are persisted across all SculptObjects (one layer, applies to all sculpt objects) and also they persist across rooms.
- it seems like the object inspector is similar in that it defines scene-global data objects that can apply to layers, or the scene, or particular sculpt objects. A name for this panel that would fit better in my head would be like... Scene Data Editor or something.
- Does the object inspector always list all of the data constructions that exist in the current 3dcoat session? or is the display scoped to only show for example show datas that are defined for the currently selected layer, or the currently selected sculpt object? If the panel had a context selection, or was context sensitive, some UX sugar could be supplied such that the user gets extra modal options for editing whatever is currently selected or edited. Like "you are currently editing materials because you selected the materials edit drop down, now you see a list of all material like data objects in the scene, and you get some additional widgets that only apply to materials"
Yes, I read it.
So, in the future, will the Object Inspector become the outliner we've been asking for?
And what will happen to the Node Inspector?
Will it overcome the limitations of materials and textures to become a full modal system that also includes procedural modeling?
How you've solved the challenges of implementing this new system, and also adding OpenGL, is brilliant!
As I mentioned earlier, the Object Inspector is not limited to materials and texturing—those just happen to be the first areas where it has been applied; it can also be used for any other modifiers.
What about Smart Materials, will become obsolete and be discontinued on future versions ?
About Object Inspector, the plan is to make it only available for Texturing ?
or in future version could be an overhauling version (or similar but for modeling), available on modeling room to work as Modifiers on Blender or Modifiers on 3dsmax ?
Is the intention that the node based texture system works on all mesh types including voxel sculpt / surface sculpt / microdisplacement? I was kind of assuming it wasn't
If the intention is that it work across all these domains, I can provide a list of things It tried and something went wrong
ObjectInspector is a versatile window that will apply not only to materials but also to any non-destructive, procedural objects; materials and texturing simply happen to be the first areas where ObjectInspector's functionality is currently being demonstrated.
If there are errors or crashes when working with vector and surface objects, we need to catch and fix them—that is precisely why beta versions are released.
Just started playing with this. Seems pretty busted outside of the textured model mode. Is there a reason why it's possible to use outside of the textured model context right now? doing basically anything with the smart materials in voxel / surface / microdisplacement mode seems to break 3dc's runtime and require an app restart. I'd probably just disable it outside
A lot of the UX are named weirdly. What is the "Object Inspector"? It seems to be a layered effect compositor that allows you to assign metadata or modifiers to your object?
Typically in other 3d software an "inspector" would be a pane that allows you to inspect / edit the properties of a particular object, like its transform, name, etc.
other than this the beta seems really smooth to run, and did yall overhaul the UI? everything seems much snappier now. I like !
Yes, you can apply multiple filters to a single layer; to do this, create several "Material" components in the Object Inspector (since filters operate on material properties) and assign a specific filter to each one. Note that if you haven't painted anything on the layer with a brush, you need to select a mask for the filter to apply to, create an "OutMask" node, or click the "Toggle visibility of the mask" button to apply the changes to the entire layer.
Sorry... I am a little slow on this
Can filters be applied to the same layer ?
or must be added on another layer ?
works as adjustment layers on Photoshop ?
If yes, can be applied only to a Paint Layers Group ?
or it is applied globally ?
I liked the initial idea, if it is possible to convert any group to Filter (like example) it will be time saver.
//edit
sorry i was not clear, my question was about Baking. Do you refer to Bake on Retopo Room or where ?
This is the Profiler.
I’ve removed Frame/Group from the documentation; there’s a different approach now—inline nodes are used—and I’ll update the documentation soon.