Adjustments to the Plane/Grid Primitive #86819

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opened 2021-03-22 14:42:35 +01:00 by Dalai Felinto · 17 comments
  • Rename Plane to Grid.

  • Default: 3x3 (9 vertices total)

  • Vertices X-Y -> Rows/Columns We decided not to do this because columns sounds "vertical" and for consistency with other nodes

- [x] Rename Plane to Grid. - [x] Default: 3x3 (9 vertices total) - [ ] ~~Vertices X-Y -> Rows/Columns~~ *We decided not to do this because columns sounds "vertical" and for consistency with other nodes*
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @dfelinto

Added subscriber: @dfelinto
Hans Goudey changed title from Adjuments of Plane/Grid Primitives for geometry nodes to Adjument to the Plane/Grid Primitive 2021-03-23 21:07:12 +01:00
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Thinking about this a bit more, I think I'd like to see a little more reasoning for the 3x3 default, it seems a bit odd to me. When I use a grid, I usually want either lots of subdivisions, or none.

Thinking about this a bit more, I think I'd like to see a little more reasoning for the 3x3 default, it seems a bit odd to me. When I use a grid, I usually want either lots of subdivisions, or none.
Hans Goudey changed title from Adjument to the Plane/Grid Primitive to Adjustments to the Plane/Grid Primitive 2021-03-23 21:08:38 +01:00
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My reasoning was that whatever we pick will be arbritary. So I thought 3x3 was the minimum grid and let users expand from there.
Another point is, given that users will need to figure out that the relation between number of rows/colums and vertices, having it an initial low number makes it simpler to count/check. (specially when #86874 is fixed.

My reasoning was that whatever we pick will be arbritary. So I thought 3x3 was the minimum grid and let users expand from there. Another point is, given that users will need to figure out that the relation between number of rows/colums and vertices, having it an initial low number makes it simpler to count/check. (specially when #86874 is fixed.
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@HooglyBoogly considering that we use Vertices for every other primitive (and should use for line as well) I think it is ok to use Vertices X/Y for consistency

@HooglyBoogly considering that we use Vertices for every other primitive (and should use for line as well) I think it is ok to use Vertices X/Y for consistency
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Added subscriber: @KenzieMac130

Added subscriber: @KenzieMac130
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In #86819#1136692, @dfelinto wrote:
@HooglyBoogly considering that we use Vertices for every other primitive (and should use for line as well) I think it is ok to use Vertices X/Y for consistency

Vertices is not technically correct for the other primitives, cones and cylinders have twice as many vertices as their UI indicates.

> In #86819#1136692, @dfelinto wrote: > @HooglyBoogly considering that we use Vertices for every other primitive (and should use for line as well) I think it is ok to use Vertices X/Y for consistency Vertices is not technically correct for the other primitives, cones and cylinders have twice as many vertices as their UI indicates.
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I see what you mean but:

  • This is what we do already for all the Shift+A mesh primitives
  • Vertices in the cone/cylinder cases is short for "Base Vertices".

This is something people can figure out very soon. And consistency (e.g., vertices is "base vertice" for both cone and cylinder) helps with that.

I see what you mean but: * This is what we do already for all the Shift+A mesh primitives * Vertices in the cone/cylinder cases is short for "Base Vertices". This is something people can figure out very soon. And consistency (e.g., vertices is "base vertice" for both cone and cylinder) helps with that.

This issue was referenced by 80530edcae

This issue was referenced by 80530edcae5fe122f14a5e8acf22853daf5a3ecf
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Added subscriber: @lone_noel

Added subscriber: @lone_noel
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I've noticed the Shift+A Grid uses Subdivisions rather than Vertices. Considering consistency is what sparked the renaming from Plane to Grid, it might make sense to change that, as well.
grid-primitive-subdivisions.png

I've noticed the Shift+A Grid uses *Subdivisions* rather than *Vertices*. Considering consistency is what sparked the renaming from *Plane* to *Grid*, it might make sense to change that, as well. ![grid-primitive-subdivisions.png](https://archive.blender.org/developer/F9911543/grid-primitive-subdivisions.png)
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IMO it makes more sense to use a more specific word. "Subdivisions" sounds too much like the subdivision node, which is a different operation.

IMO it makes more sense to use a more specific word. "Subdivisions" sounds too much like the subdivision node, which is a different operation.

Added subscriber: @Erindale

Added subscriber: @Erindale

Can we also just appreciate how incredibly confusing it is to select 4 subdivisions and get 3 cuts for a total of 5 vertices.
Vertices also fits the naming convention of the other nodes:
image.png

Can we also just appreciate how incredibly confusing it is to select 4 subdivisions and get 3 cuts for a total of 5 vertices. Vertices also fits the naming convention of the other nodes: ![image.png](https://archive.blender.org/developer/F9912025/image.png)
Hans Goudey self-assigned this 2021-03-30 16:32:04 +02:00

This issue was referenced by b1380101df

This issue was referenced by b1380101df5dbb5334bd747028de4e2dbcc7de24
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#86819
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