Will squash and commit tomorrow so we can hear from @pablovazquez ?
Sorry, but these are not questions of what you will do. These are questions of how users can break it and you need to handle it. We already have a some issues of similar meta data…
Well, gamedev studios will likely have a lot of requests, some studios we work with use custom builds to satisfy their demands. But should they be solved as a lots of independent and separate…
In terms of the original proposal:
This kind of metadata in geometry nodes:
- Should they affect Separate Channels node?
No change.
- Only deleting the attribute will make it…
Yes this is not just found in the compositor but also the image editor: !!! OK, looks like I have some more research to do.
I think there is still a use-case to separate out the visibility…
I'm not sure if you want to change how attributes work. And why the geometry nodes and the python interface as a way to add this weren't considered. But how will this interact with geometry…
I think the "Lock" toggle goes on the Layer tab? But I'm certainly open to adding it here as well, just not quite sure how it would work...
Not really sure this is a copy paste problem. You can get the same effect by:
- Move bottom middle square up to top right square
- Use vertex selection. Select the two UVs which share a vertex…