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I wonder if for many the Bifrost Graph just released would solve this? Or whether they still eventually would consider this a separate issue since it's still a disconnected node editor from Maya. Anyone who wants to chime in with some input as soon as you've extensively played with Bifrost?
Nope. Still the same node editor. I tried it and it was instantly cranky. Maybe they will migrate the bifrost one over (I am assuming that it is better but haven't tried it).
yeah and just to add on top of that mess as it wasn't enough to have the most retarded node editor in the history of nodal systems. You have this wonderful bug reported in 2018 and still not fixed, if you have many node graph tabs; in some cases just before saving the file, maya will delete some nodes just before saving the file. Deleting a node that you might not even notice right away thinking that everything is normal, but not after few saves you are wondering why things are missing or are not working anymore.
Here is the thread, i spent few days hunting this bug, the repro step are described and everything is explained and reproducible. But no doesn't seem to be important, in my example file it's a mash node but other nodes are affected.
So at the end when you thought that you will have a little relief for organizing your nodes with tabs, well no you can't because you will take the risk to lose you work just before the save happens, really vicious.
First of all, I think the Maya team is really doing a great job despite this is of course WIP and many people expect a lot different things to be solved at the same time...
To sort it this into topics, I can make out about 3 different topics:
1. Buggyness of the node graph in production like some other described
2. UI (ability for simple notices/ colorful backdrops, bypassing of nodes, option to hide incomeing connections)
which would make my life a lot easier and helps to break the grey node desert
As someone who is teaching I am focussed on usability, clear readability and easyness of use. And there are high standards set from almost all other "serious" softwares.
As this is nothing deep, nothing that affects any calculation, only simplest UI design, I think this is just a question of implementing it 😉
3. Many want all those hypershade/nodegraph/bifrost etc. merged into one more versatile powerful graph.
Followed yesterday a tutorial in Davinci Resolve – and have been happy about a simple button to toggle any node on and off... so important for look development and any non-destructive workflow...
> Followed yesterday a tutorial in Davinci Resolve – and have been happy about a simple button to toggle any node on and off... so important for look development and any non-destructive workflow...
I think that's exactly the hardest part with Maya's node graph. The difference with those node graphs and the one in Houdini is that the node graph doesn't embody a multitude of data but every input/output passes along a single datatype. That's also why you'll likely see a lot more branching in Maya's graph coming into and from a single node. It's more granular/low-level. The biggest downside being that you couldn't just disable the node as you wouldn't know what input to pass through the data from.
Potentially this could be done for the majority of nodes by designating a main input and related main output on the node. E.g inputGeometry -> outputGeometry or for multiplyDivide the first input is the main input and the output the main output. Once every node is capable of "telling" what to pass through for the output, then this disabled state becomes feasible and actually interesting for use. 🙂
Maya does have the concept of "Do nothing" for node states. I wonder why that never took of to become this "toggle" in the node graph. Once that functionality works it would improve usability by tons!
It must be easy at least for any node, which doesn't convert the data type.
As a workaround there could be a "Default state" implemented, where everything is zeroed out.
Toggling the "Bypass" button would under the hood only activate/deactivate the "default" state.
(It's the same toggle priciple like the buffer curves in the graph editor, only that the user doesn't see the switch, the values were still kept greyed out in the number fields, but in reality they are toggle set on default)
So simple.
This is toggle state is just the state when the node was created, where nothing happens.
We have been asking for a functional hypergraph replacement for nearly a century now.
And what happened? A half baked node editor, totally unusable. Right today it occured to me again that I opened the hypergraph by accident while some node was selected (being in a large container). So what? I had to wait like 30 minutes until the hypergaph was open and it took another 20 minutes or so until it was closed again.