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View Full Version : Nodes: "discoverability" of renamed nodes?



jeric_synergy
10-11-2012, 09:55 PM
regardex lez zhjayypeck: 108517

Is there a way to determine what a renamed node IS without erasing the name (it reverts)??? I dunno about you, but I can't identify a node from its UI (shown open in the pic).

If there isn't a way, well, I don't like it. If there is, hurrah!

Seems a PERFECT place for some Balloon Help. :cool:

Sensei
10-12-2012, 12:35 AM
Use Export Nodes and check out written by it file in text editor..

Kuzey
10-12-2012, 05:05 AM
Custom node names should be toggle able..click on the name to revert back to original..click again to display custom name :O)

Kuzey

geo_n
10-12-2012, 06:41 AM
This is the same type of workflow request I have with duplicate textures in Image Editor, which is not possible to implement as noted. How do you know which is which type situation. And more annoying when closing models, modeller doesn't release unused textures. Similar to surface editor retaining unused surface in a session(there's a plugin to remove them but still it seems like a bug).

+1

jeric_synergy
10-12-2012, 10:58 AM
Use Export Nodes and check out written by it file in text editor..
That is SO convenient!!!

+++

So, it seems there IS NOT a good way to identify a node type once it's been renamed. That's definitely bad.

So, consider this a feature request:
there should be SOME mechanism to determine what a node type IS, after it's been renamed.

Ideally it would take one OR LESS mouse clicks to find out.

Possibilities:

Balloon help
RMB menu
Global reversion to TYPES, ala' AE's Layer Source/Layer Name mechanism

IMO, 'Properties' type interactions SUCK, as they take 'wayyyyy too many mouse clicks and menu choosing.

A combination of GLOBAL toggliing and balloon help would, IMO, be best.

++
Fogged:
51599 (Open) Node identifiability after renaming