Geometry Nodes: Is Edit Mode Node #106970
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DorianB
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This patch adds a new "Is Edit Mode" node for evaluating if the
self_object()
is in edit mode. This is useful for GeometryNode creators to optimize their node tree when the node-group user is editing the base mesh.This idea was requested by my collaborator Baga, his generator is heavy, and he would like to turn down some settings when his users are editing their base mesh.Example.
Status: Finished, Awaiting Design Approval
Two alternative design have been proposed:
@ -35,4 +35,4 @@ License
Blender as a whole is licensed under the GNU General Public License, Version 3.
Individual files may have a different, but compatible license.
See [blender.org/about/license](https://www.blender.org/about/license) for details.
This was not intentional. Don't understand why it was picked up by gitea as a change
In that case update your PR please :)
Thanks, I used to submit .diff files, everything was much simpler back then.
How can i tell gitea to ignore the "changes" of README.md ?
Check out your branch, make the change, commit and push again to the same PR.
Instructions are here
WIP: GeometryNode IsEditMode Nodeto GeometryNode IsEditMode NodeGeometryNode IsEditMode Nodeto GeometryNode IsEditMode NodeGeometryNode IsEditMode Nodeto GeometryNode IsEditMode NodeGeometryNode IsEditMode Nodeto Geometry Nodes: Is Edit Mode NodeHi, I hope this gets through. I have one concern though. Some Geometry Node systems depend on different objects. With this node you can only check for the object, where the modifier is on. For example the new hair system could not take advantage of this. Maybe add an Object as Input? Though this would make it similar to my approach, which was rejected #106305
Hi, I agree it won't be able to cover standalone "empty" objects. Personally, I would much prefer to have a powerful flexible node that could access any data contained within the .blend the user could think of, such as 106989 or my Python Api node.
For example, here's a user optimizing his experience with some simple Python API call.
Proposing flexibility is important, the users are not predictable.
But well, that's up to the design team.
PS: link is broken
I agree, this would be amazing. Link should be fixed. It would be an option, but sadly i think it wasn't rejected because of the output type:
Originally posted by @JacquesLucke in /blender/blender/pulls/106305#issuecomment-911946
Alternative proposal:
Extending object info mode with additional information.
Similar to #106305 but with a few new string outputs instead of an non-user friendly integer
Note that the name is not currently supported by geonode depsgraph, but i don't see why it's a big deal to re-evaluate node on rename, rename operations arent't that common
@dodododorian thanks for the proposal !
It will help optimize performance and enhance the user experience when editing base meshes, especially in large node trees that can be laggy.
Most criticisms directed at this proposal can also be applied to the existing "Is Viewport" node.
The alternative proposal is interesting, but an "Is Edit Mode" node is more consistent with the existing "Is Viewport" node.
An "Is Object Mode" node might be even more desirable, as it could take into account sculpt, edit mode, and other modes.
@Antoine_Bagattini
Is it bad, when different nodes return similar things? Because then we could do a Is Object Mode Node. And maybe laiter add more properties to the object info node, like in the alternative proposial. This would keep it "beginner" friendly, but also give the option for more detailed settings. But I could also imagine, that this would make blender "bloated".
The object-mode information as a string output in the object-info node proposal is more flexible & elegant than a simple boolean input IMO
Advantages:
Inconvenience:
Not really. I believe that the 'Is Object Mode' node is the best solution.
It's really nice, but the 'Is Object Mode' is more consistent and easier to use.
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