material nodes are misplaced after pruning

Issue #1655 resolved
Alessandro Padovani created an issue

daz studio 4.21.0.5, blender 3.6.1, diffeomorphic 1.7.1.1701

This is more a request. I noticed that after materials are pruned the node postions are not updated. This means that pruned materials will be displaced to the right compared to non pruned materials and this makes the nodes hard to find in the shader editor.

Yes we can select all then frame selected to find the nodes, but then we always have to jump back and forth in the various materials because the graph views are misplaced.

It would be ideal if, after pruning, the material graph is translated to the top left corner, so all materials are immediately visible in the shader editor.

Let me know or I’ll mark as invalid if this is hard to do.

Comments (5)

  1. Thomas Larsson repo owner

    Yes, I am aware of that. We could add a final beautification pass after pruning, but it requires work and I don’t want to do it until after the next release.

  2. Alessandro Padovani reporter

    I thought it could be easy. If this is hard to implement then it's probably not worth it.

  3. Thomas Larsson repo owner

    Implemented in last commit. It wasn’t trivial but not terribly hard either. As I said above, I postponed it because it felt more important to get 1.7.1 released first.

  4. Alessandro Padovani reporter

    Commit bda03d0 works fine.

    I see the material output node is always in the same position for all materials, so we can take that as reference. Thank you for the nice improvement.

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