Python Nodes for Cycles, Eevee, Compositor and Textures #61655

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opened 2019-02-18 09:07:55 +01:00 by Miguel Porces · 13 comments

This task has the purpose of adding RNA classes that can be used to create custom python nodes for builtin nodetree types.

The main purpose of these classes is to provide a better interface for custom nodes, that can be used in the Shader, Compositor, and Texture Node Editors.

    • Add Shader RNA class
    • Add Compositor RNA class
    • Add Texture RNA class
    • Add Python utilities for managing custom nodes
    • Add Python utilities for converting nodegroups into custom nodes
    • Documentation

Any comments, sugestions and corrections are welcome.

Some custom nodes for testing the patches:
Testing_nodes.py

This task has the purpose of adding RNA classes that can be used to create custom python nodes for builtin nodetree types. The main purpose of these classes is to provide a better interface for custom nodes, that can be used in the Shader, Compositor, and Texture Node Editors. - - [x] Add Shader RNA class - - [x] Add Compositor RNA class - - [ ] Add Texture RNA class - - [ ] Add Python utilities for managing custom nodes - - [ ] Add Python utilities for converting nodegroups into custom nodes - - [ ] Documentation Any comments, sugestions and corrections are welcome. Some custom nodes for testing the patches: [Testing_nodes.py](https://archive.blender.org/developer/F6813651/Testing_nodes.py)
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Added subscriber: @Secrop

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Added subscriber: @povmaniac

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Added subscriber: @lvxejay

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@Secrop What would it take to do these two?
//Add Python utilities for managing custom nodes
Add Python utilities for converting nodegroups into custom nodes//

@Secrop What would it take to do these two? //Add Python utilities for managing custom nodes Add Python utilities for converting nodegroups into custom nodes//
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@lvxejay I'd like to have custom nodes behaving like addons, with the option to select which nodes should be used or not. I already have some stuff written for the Preferences_Editor and I have an old convertor that can be improved; but this will require custom nodes to have some common structure (like a dict similar to 'bl_info' and specific register/unregister functions). I haven't fully defined how custom nodes should be written, and both managing and creating custom nodes need to have that definition apriori.

@lvxejay I'd like to have custom nodes behaving like addons, with the option to select which nodes should be used or not. I already have some stuff written for the Preferences_Editor and I have an old convertor that can be improved; but this will require custom nodes to have some common structure (like a dict similar to 'bl_info' and specific register/unregister functions). I haven't fully defined how custom nodes should be written, and both managing and creating custom nodes need to have that definition apriori.

Added subscriber: @qwiglydee

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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @timodriaan

Added subscriber: @timodriaan
Blender Bot added
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labels 2024-03-03 04:36:05 +01:00

This issue was closed last month, but what is the practical status? The code above works (when updated to the new socket interface system). Was the documentation ever published?

This issue was closed last month, but what is the practical status? The code above works (when updated to the new socket interface system). Was the documentation ever published?
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@knox the current documentation is only the auto-generated.. i don't think there's much to say about customnodegroups, but if you know of something that should be added to the documentation (or by creating some templates for the text editor), we could discuss it in devtalk.

@knox the current documentation is only the auto-generated.. i don't think there's much to say about customnodegroups, but if you know of something that should be added to the documentation (or by creating some templates for the text editor), we could discuss it in devtalk.
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Reference: blender/blender#61655
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