RodZill4 / material-maker

A procedural textures authoring and 3D model painting tool based on the Godot game engine
MIT License
3.42k stars 215 forks source link

Make configurations in remote and parameter nodes update values in linked controls #693

Open rubberduck9999 opened 3 months ago

rubberduck9999 commented 3 months ago

Feature/enhancement description: In this simple example I made a material with presets to choose from, let's say you have a preset "blue" to set the color to blue, which it does in the node itself, that is also driven by a linked control, so the "Material Color" setting should change to blue too.

This way I can define presets, but also use the other input fields to modify the values without the need to check, which values changed to what.

It could be even as a separate option (next to the 3 existing, linked control, configurations and named parameter) and could show a "*" when some values are changed next to the preset option MM_presets

RodZill4 commented 3 months ago

I don't understand the difference between what you suggest and configuration parameters.

rubberduck9999 commented 3 months ago

yeah, the difference isn't really that much, the main thing is, that if I set it to a different preset / configuration, the values in the input field get updated too. I made previously my own custom scratch generator (where I even extended the splatter node to have random x and y scale values). I have both parameters to set, but also setup some presets.

And the Idea I had there, is to show an "*" like in this image, if you changed some default values from linked parameters, though I think this is optional grafik In the case I change the preset, the values in the input fields are still the same, which is confusing when editing them, as it changes to something else, not representing the value of the preset which I may want to modify more or less grafik

Though I think such presets could be even a separate feature, so that a user can quickly create own presets

scratches_v2.zip