So I’ve got some pretty complex node structures now, with 2-3 large “node clusters” to generate different texture passes for real-time game shader input maps. I am finding that I am passing the final output heightfield of my terrain generation (ending in final erosion…) into like 10+ different nodes scattered across the file, a couple in each of the larger clusters, and a few loose ones.
It’s now becoming more difficult to visually track some of the flow from node to node, lots of wires out of my terrain passing and crisscrossing the file. This is fine for me as I created the file, but when I think about passing this on to another artist on the team to use or replicate it could appear confusing or even daunting (just as I felt the first time trying to wrap my head around building what I need.) Like other tools and process in our pipeline for game content, I want to make our files as clean and easy to work with as possible.
What would be really useful to me is some kind of additional flow control, just a simple pass through or a multi-splitter with ALL outputs ON, which would do nothing more then allow me to simplify the visual routing of the node structure. So for instance, I could split and route my primary heightfield to or around my larger clusters and forgo most of the crisscrossing.
I’m currently looking at doing this by building my own simple macro, but it would be nice if this was a simple tack-on to a future release?