Geometry Nodes: Add option to hide input in modifier #104517
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Jacques Lucke
merged 6 commits from 2023-02-11 16:11:13 +01:00
HooglyBoogly/blender:geometry-nodes-ui-hide-in-modifier
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Delete Branch "HooglyBoogly/blender:geometry-nodes-ui-hide-in-modifier"
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When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.
In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.
@ -1467,0 +1466,4 @@
const bNodeTree *node_tree = reinterpret_cast<const bNodeTree *>(ptr->owner_id);
if (sock->in_out == SOCK_IN && node_tree->type == NTREE_GEOMETRY) {
col = uiLayoutColumnWithHeading(col, false, IFACE_("Hide"));
uiItemR(col, ptr, "hide_value", DEFAULT_FLAGS, IFACE_("Default Value"), 0);
Default Value
seems wrong, it's just the value, has nothing to do with "default" really, does it?Yeah, fair. I was thinking about the context of the "Default Value" term in the node editor, but "Value" is simpler and gets the same idea across.
Works great functionality wise!
I'm not sure about the restructuring of the checkboxes you've done. The fact that these inputs are defined as negative makes it a bit unintuitive, when the
Hide
part is displayed off to the side. It doesn't read well what the toggles actually do imo.I would propose to Keep
Hide
in the names of the toggles, to make it clear. Though I do see that it looks more neat, imo that comes at the cost of readability.Thanks for the change, it's less confusing now, I think.
Is there a reason that you changed the order? To me it makes more sense to keep the setting that is exclusive to geometry nodes after the one that shows up for other nodegroup types.
Other than that this is good to go for me.
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