On 24/08/2016 at 15:06, xxxxxxxx wrote:
Well, the naming of the nodes is one part of the problem, but it sounds like my overall approach wouldn't work.
Basically, the approach I took was something like:
- before displaying the node graph dialog, get the current active object.
- get the object's Ttexture tag, if it exists.
- Get the material from the Ttexture tag.
- Call a "GenerateGraph" method from the material and return the GvNodeMaster instance and attach it to our GvNodeGUI instance.
- The "GenerateGraph" would populate the GvNodeMaster with the nodes that represented the shader graph for that material, so you would have one material node and multiple shader nodes wired into it.
However, it sounds like from your explanation, the nodes I create would be tied/linked to the MaterialData object in this case? I can't create arbitrary, non-linked, objects where I'd be free to set the title/add ports etc?
So far I've only been testing to see if I can create arbitrary nodes in the graph (it's not tied to our ShaderData plugins yet), hence my question about SetTitle.
You mentioned Arnold was probably use virtual nodes. Is there a documentation page I can refer to about virtual nodes?
Thanks for your patience with me, Andreas! Sorry if my questions don't make sense. I'm still trying to get myself up to speed with the C4D API terminology