Forums › Wish List › Designing a fast material editor with most of the functionality of nodes › Reply To: Designing a fast material editor with most of the functionality of nodes
We can certainly accommodate such behavior, since for example, a single color transform (rgbXform node in bella) can be connected to as many rgb (or other — it can drive scalar inputs as well, for example roughness, through its outMin/Max/Average outputs) inputs as desired.
The real trick will be exposing this optionally, since in some cases you would like to connect an input to the output of an existing node, while in others you want to create a new node to connect, not potentially sharing with other nodes.
A common theme I have been developing in the gui so far is that of using CTRL-down to select more advanced or destructive behaviors; for example when you stop a render, whereas the safe action is to wait for the engine to stop and write its output, it may also be that you are a pro-level user, don’t care about the output and just want the engine to abort as quickly as possible; so I have used this CTRL-down model here, such that you get the safe action by default, while also being able to get the advanced/destructive one, without cluttering the gui with extra buttons and such.
So, we could possibly use some combination of drag & drop, along with holding CTRL, to select the most appropriate action. Furthermore, the node system is rich with information, such that if we apply a little careful thought and design, we can do “smart” things, depending on what is being connected to what.