Geometry Nodes

I saw on the blender.chat some of the UI things were being discussed re: this post by Julian

  • The shortcut on hover was a great feature for applying/removing modifiers and personally I’d like to see that brought back. The whole ‘active modifier’ thing feels forced.
  • I think double clicking on a Goe Node modifier should focus its node tree (similar to how the Amaranth Toolset addon lets you double click on an image texture shader node to focus it on the image/UV editor).
  • Having to have the active modifier selected is pretty annoying when you want to eg tweak the material of your instance object but still have the geo node tree available from the instancing object etc. I know pinning is an option but then you have to also unpin and pinning prevents basic functions like renaming a tree, adding a fake user, or creating a new tree.
  • Adding a new modifier automatically when you click the “+ New” button in the node graph makes sense and is useful but on other side, adding a new tree automatically when you add a new modifier does not. Adding a new modifier ought to have a button to create new or select from existing just like when you’ve unlinked a tree from it. Or also how a Displace modifier doesn’t automatically create a new Texture datablock. I’ve use Geo Nodes for a handful of professional projects now that have filled with empty Geometry Nodes.00X trees because I wanted to add the same grass or trees or border node tree that was already created on another object.
    image
    I like this solution T84927 but I think it should be as well as the empty modifier by default.
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