Filter Nodes depending on context #63078

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opened 2019-03-29 10:27:23 +01:00 by William Reynish · 8 comments

Currently, we have a dropdown inside the Properties that let you add relevant nodes.

However, these aren't properly filtered based on context.

Node Tree Type

In the World section, it shows a list of nodes that don't properly work on this context:
image.png

And conversely, in the Material section you can pick Background which is meant for the World only.

Active Render Engine

Similarly. we should also Filter based on the current render engine. For example, the Toon BSDF and Principled Hair BSDF shader nodes aren't supported by Eevee, so we should filter them out when Eevee is selected. The reverse is true for Shader to RGB which only works in Eevee.

We should filter this menu so you can only add nodes that work properly in each context.

Submitted by user NathanWondrak on Devtalk.

Currently, we have a dropdown inside the Properties that let you add relevant nodes. However, these aren't properly filtered based on context. ## Node Tree Type In the World section, it shows a list of nodes that don't properly work on this context: ![image.png](https://archive.blender.org/developer/F6898012/image.png) And conversely, in the Material section you can pick Background which is meant for the World only. ## Active Render Engine Similarly. we should also Filter based on the current render engine. For example, the Toon BSDF and Principled Hair BSDF shader nodes aren't supported by Eevee, so we should filter them out when Eevee is selected. The reverse is true for Shader to RGB which only works in Eevee. We should filter this menu so you can only add nodes that work properly in each context. Submitted by user NathanWondrak on Devtalk.
Added subscribers: @WilliamReynish, @A.Lex_3D, @CharlieJolly, @schweppie, @Hexbob6, @freemind, @PierreSchiller, @SteffenD, @remotecrab131, @Thane5, @orvb, @brezdo, @iss, @0o00o0oo, @ideasman42, @RamiroCantu, @Regnas

Added subscriber: @brecht

Added subscriber: @brecht

This would be good to add, but this is probably not a simple task for a new developer to pick up. The underlying design for this is needs to be worked out first.

This would be good to add, but this is probably not a simple task for a new developer to pick up. The underlying design for this is needs to be worked out first.

@brecht I guess each node type could have a tag to tell Blender which render engines it supports and which kind of node tree it is meant for?

Or do you think this is something we should put on hold?

I can mark this task as Archived if you prefer, and we can tackle it together with the generalized Everything Nodes project, later on?

@brecht I guess each node type could have a tag to tell Blender which render engines it supports and which kind of node tree it is meant for? Or do you think this is something we should put on hold? I can mark this task as Archived if you prefer, and we can tackle it together with the generalized Everything Nodes project, later on?

Added subscriber: @chrleon

Added subscriber: @chrleon

If EEVEE doesn't support certain nodes, we should tell people that so they don't get confused. "I can't find that node" -type of confusion.

Maybe the filtered out nodes should be greyed out under a heading (not working in EEVEE), but I agree, this design needs to be worked out.

If EEVEE doesn't support certain nodes, we should tell people that so they don't get confused. "I can't find that node" -type of confusion. Maybe the filtered out nodes should be greyed out under a heading (not working in EEVEE), but I agree, this design needs to be worked out.

Removed subscriber: @Thane5

Removed subscriber: @Thane5

Removed subscriber: @brezdo

Removed subscriber: @brezdo
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Reference: blender/blender#63078
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