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Carrie Sloane

Senior 3D Artist

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 To start, here are some features I'd like to propose updates to to bring it more into parity with other engines for tech/3D artists:

Visual shader related:

  • Hotkeys for often-used nodes. Already a proposal here: https://github.com/godotengine/godot-proposals/issues/8188 

  • Ability to preview visual shader steps along the way, like Unreal's right click "Start Previewing Node". Ability to preview on a *3D visualization orb* not just 2D! Similar to breakpoints in a scripted shader. It is very difficult to make complex materials with a visual shader without the ability to preview them along the way. 

  • Feature suggestions for Frames (visual shader organization):

    • Ability to select several nodes and right click “Add frame” and have it include all those nodes in the frame. Better than current method of needing to drag them all in one by one

    • Ability to double-click on frame title to rename

    • When pasting nodes from within a frame, have the ability to “paste without matching style/frame” i.e. ctrl shift v, to paste NOT within that frame (like “Detatch from parent frame” right click option, but without the click)

  • Addition of more complex nodes like CheapContrast, FlattenNormal, etc.

  • Backspace to delete material nodes

  • Ability to bring in textures and right click on them and select “Convert to Parameter” to convert them to having a Texture2DParameter input

Viewport related:

  • Ability to preview debuffer modes like Roughness, Metallic, etc, in Lit dropdown. It is very difficult to make complex materials without previewing these debuffers.

Potential bugs:

  • "Albedo" visualization mode does not display albedo sometimes

  • Potential bug where material appears strangely transparent when using ScreenNormalWorldSpace

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