bagginsbill opened this issue on Jan 23, 2006 ยท 71 posts
bagginsbill posted Mon, 30 January 2006 at 7:33 AM
odf - That's the only problem you see? Fantastic :) I'm sure more problems will reveal themselves once it come into being and starts getting used. In the first version, I believe that limiting it to math nodes or color math nodes is reasonable. Here's why. Every node parameter is connected to another node or it is not. If it is connected, its value is multiplied with the connected node's output. If its not connected, its value is used directly. Suppose you have an unconnected parameter you want to control with the script. Set it to 1, or white, and connect that to a marked math node. Now you apply your setting in the marked math node, and it works just like it was in the parameter itself. Or suppose you have a connected parameter. Insert a math node between the parameter and its node input. Move the parameter value to the math node, and set the parameter to 1. Works the same. One variation would be to let you use the math node second value. Use a second set of subscripts. For example, if I want to tweak the exponent of a "power" node to control "fall off", I'd call it "math_function[][Fall off]". The empty brackets just mean skip the first value, we're controlling the second. I could use both, too, as in "math_function[Strength][Fall off]". This would be perfect for a lot of nodes. It's a bit of a waste to plug into math nodes instead of making settings directly, but it sure simplifies the script. SO I was thinking that the first version would use only those nodes. Finally, in order to maximize the maintainability of your shaders, I think it makes sense to only put controls in separate nodes that don't do any work. For example, if you decided to replace a controllable specular node with a combination of blinn and phong added together, you'd have to do some node node renaming to keep your ability to control "Total Specular" with a knob. IF you had the knob node by itself, it would be simple to just rewire it into the new subtree.
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