Nodes Interface Guideline: inline sockets, socket and option ordering and panels #112092
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Reference: blender/blender#112092
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Design
With the new features coming to Blender 4.0 is important to establish a set of rules to be used by builtin-nodes and node groups alike. These rules should be enforced on the API level as much as possible.
The order proposed is:
Within panels the same order would be respected (inline, inputs and outputs).
Note that long-term the idea is to turn Options into inputs. Having them placed before the Inputs make sure this transition can happen smoothly.
Inline socket
Example of inlined nodes:
For compositor a lot of the nodes can inline their Image input/output sockets:
The Geometry Nodes that process geometry in/out often have a Geometry socket that can be inlined:
For shaders this will be used less often. But it is still possible to find some cases there:
Inline and muting
To help decide when something should be inlined, you can try to think whether you would like this to be a passthrough when muting.
That said, not all passthrough muting should be inline.
Take the Mix Shader node for example:
When muted the first "Shader" is passthroughed:
That doesn't mean we need to make it inlined. It does mean the second socket should never be inlined with the output though.
Additionally we can (should) support multiple inline sockets to be respectively passthroughed upon muting.
WIP: Nodes Interface Guideline: inline sockets, socket and option ordering and panelsto Nodes Interface Guideline: inline sockets, socket and option ordering and panelsPlan of action:
If we are happy with the result:
Inlined sockets on mix shader makes it seem like it passes out first shader only. I think it's unintuitive to use that for nodes that are combining two or more inputs, instead of modifying one