I've never much been a fan of the way Slate names copied (and sometimes new) nodes. For example, if I make a Gradient Ramp and name it "Volcano Mask" and then shift-drag it (to copy in view) I'd expect that the copied map would be named "Volcano Mask002" to be consistent with how copies nodes are named. Instead, you get "Map #45" or the likes.
Here is just some food for thought:
- Have a new Setting in Slate preferences for new nodes (Materials/Maps/Controllers) to get names signifying their class. So if I create a new Standard Material, the material name will be "Standard001", of for Blend it will be "Blend001" instead of generic "Map #1", "Material #2" etc.
- When dragging an input socket out to the view and releasing to generate a new wired map/material/controller node, the name of the new node will reflect the name of the input field this node is going to. For example, if I LMB+HOLD on a BlendedBoxMap node named "graniterock1" and see a list of parameters I can create nodes for and choose MapScale and release in the view, the generated Controller node is just named "Controller #1". Instead it should be named "graniterock1_mapscale" to reflect what slot it's going into.
- Shift-Dragging slate nodes should keep the original name and just add integers to the end just like copying scene nodes works.
I think this will help optimize things and reduce typing when trying to name nodes in useful ways.