Operator to create wrapper node tree of Geometry Nodes modifier #104171
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
7 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#104171
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
High level geometry nodes setups that are mainly meant for use in the modifier stack reach their limits quickly whenever the user wants to use some more flexible input than just a single value, or a paintable mask. Currently, moving to a node-tree from an existing modifier in the modifer stack means a lot of abundant work of copying over values.
To leverage the node setup to its fullest, even for less advanced users that are barely familiar with the node editor, there should be an easy way to convert an existing Geometry Nodes modifier to a wrapper of its nodegroup version that keeps all the inputs and outputs that are set in the UI intact, but exposes them in the nodetree instead. That way it is easy to add simple setups like multiplication or curve mapping to the inputs or even go beyond that and expand to more complex setups.
From:
To:
Some design topics:
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @SimonThommes
Added subscriber: @Kuboa
Added subscriber: @zNight
Added subscriber: @JacquesLucke
Added subscriber: @AndresStephens
Button in the modifier stack in the drop down arrow "Elevate /n Convert modifier stack parameters to high Level node group".
Added subscriber: @costa
Throwing my 2 cents here...
Maybe putting "copy all settings" in the modifier dropdown panel would make sense since there's already some options there.
Also in graph editor you can copy paste whole modifiers (basically linking modifiers) so maybe copying a modifier would make sense to paste it into another object
@costa imo these suggestions are only tangentially related to this task. I personally don't think that using the same modifier on one object multiple times that common of a use-case. And there is still the
Duplicate
operator.For copying to separate objects there are the
Copy to Selected
andCopy Modifiers
operators.Added subscriber: @HooglyBoogly