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cardigan
December 19th, 2007, 17:56
Hi there

can I just make a very polite and grovelling request for being able to switch around the order of the inputs on a phenomenon - when you have a very big and complex shader and you add a new parameter, it always goes at the bottom (which is also where it ends up in the Maya attribute editor)

But sometimes I want it grouped with other similar parameters, and short of disconnecting every input and then reconnecting them in the correct order there is no way to move it up or down the list. A simple right click menu 'move up' and 'move down' would suffice! (being able to drag and drop to the correct position would be even better)

Also, while I'm on the subject of UI improvements - what about a way to hide connection wires to the phenomenons inputs, or maybe just make them very faint? As they all converge on a single point, when the shader is complex these often cross over my nicely laid out nodes and make it hard to see what's going on. If they were hidden you could always highlight the node inputs that were connected to a phenomenon input in order to make it clear which ones were hooked up and which weren't.


Thanks!

ruediger
December 20th, 2007, 11:41
Hello cardigan,

thanks for your suggestions. These seem to be very reasonamble and we will add them to our wish-list. (Hey, it's christmas anyways ;) )

Not being able to change the order of phenomenon interface parameters surely is nasty if you want to refactor your parameter layout.

There's a small workaround for this:
If you only want to exchange two parameters of the same type you can easily change the connection and just rename the parameters of the interface instead of removing all of them and adding them in the right order.

Best Regards,
Ruediger

cardigan
December 20th, 2007, 13:18
Yay! Merry Christmas!

ruediger
December 20th, 2007, 13:46
We already missed to release the mental mill christmas edition with a candy stick as additional preview geometry :D