Shader Manager

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Shader Manager

by Timothy M. Shead :: Rate this Message:

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Gang:

I encourage everyone to take a look at the new Shader Manager panel
which Alex has stubbed-out - I think it'll be a big win for organizing
materials and shaders once it's working.

Cheers,
Tim

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Re: Shader Manager

by Carlos Dominguez :: Rate this Message:

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Actually I just looked at it, it looks good :) I think it would probably be a good idea to add a primitive chooser like on the shader preview panel.

Bests,
Carlos

On Sat, Jun 28, 2008 at 2:12 PM, Timothy M. Shead <tshead@...> wrote:
Gang:

I encourage everyone to take a look at the new Shader Manager panel
which Alex has stubbed-out - I think it'll be a big win for organizing
materials and shaders once it's working.

Cheers,
Tim

--
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http://www.k-3d.org



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fismat.umich.mx/~carlosadc
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Re: Shader Manager

by appleGuy :: Rate this Message:

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Hi Gang,

I'm  looking for Shader Manager feature sugestions.  Carlos, I agree a
choice of primitives would be a good idea. I will stub that into the
toolbar for now to remind me :)

This leads me onto another point. Because this panel and the Shader
Preview Panel are going to rely on the following nodes to perform their
jobs:
sPreview:Light, sPreview Light Shader, sPreview: RenderEngine

I really think it would be a good idea for them to be automatically
placed in a empty document.  If not then at least placed only once when
a panel loads that depends on them, then keep them available for other
panels (saved on document save)

Therefore it is also important for a user to not be able to delete them,
otherwise a panel might not work as expected. They can obviously edit
them to their heart content. Possibly with an option to reset to default
settings in case they mess them up.

I'm going to change their node names  to conform to their use in
multiple panels_

_My jobs tonight are to get the artist nodes in place, get the tree to
update when nodes are renamed, added and deleted. Possibly add icons in
the tree. Now a lot of the ground work is in place visible work can
increase and thus the commit rate.

Many Thanks
-Alex



Timothy M. Shead wrote:

> Gang:
>
> I encourage everyone to take a look at the new Shader Manager panel
> which Alex has stubbed-out - I think it'll be a big win for organizing
> materials and shaders once it's working.
>
> Cheers,
> Tim
>
>  


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Re: Shader Manager

by bART Janssens-2 :: Rate this Message:

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On Sat, Jun 28, 2008 at 10:06 PM, Alex Curtis <alx.curtis@...> wrote:
> I'm  looking for Shader Manager feature sugestions.  Carlos, I agree a
> choice of primitives would be a good idea. I will stub that into the
> toolbar for now to remind me :)

Hi Alex,

Looks like you're off to a good start with this panel!

Some (probably obvious) suggestions:
- Add an "advanced" search feature, searching not only in the name,
but also in the comments, texture names, ...
- Add a "tagging" feature, but I guess that was already planned as grouping.

Regards,

--
Bart

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Re: Shader Manager

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:

> This leads me onto another point. Because this panel and the Shader
> Preview Panel are going to rely on the following nodes to perform their
> jobs:
> sPreview:Light, sPreview Light Shader, sPreview: RenderEngine
>
> I really think it would be a good idea for them to be automatically
> placed in a empty document.  If not then at least placed only once when
> a panel loads that depends on them, then keep them available for other
> panels (saved on document save)
>
> Therefore it is also important for a user to not be able to delete them,
> otherwise a panel might not work as expected. They can obviously edit
> them to their heart content. Possibly with an option to reset to default
> settings in case they mess them up.
>  
Yes, as I alluded to earlier, this is the main use-case for per-node
metadata.  The behavior would be as-follows:

* When a preview panel is mounted the first time in an existing
document, it creates the nodes that it needs.
* Using the metadata mechanism, the new nodes are "tagged"using a
panel-specific tag (TBD) so that subsequent panels know not to create
another set.
* Also using the metadata mechanism, the new nodes are "tagged" using a
NGUI-specific tag (also TBD) so that the UI layer knows not to delete
them (or at least provides reasonable warning before doing so).
* When the preview panel is closed, the implementation nodes are
left-behind.
* When a new preview panel is created, it scans through the document and
uses the tagged nodes instead of creating a new set.

Cheers,
Tim

--
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http://www.k-3d.org



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Re: Shader Manager

by appleGuy :: Rate this Message:

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Hi Gang,

I have updated the panel. You can now add, remove, rename nodes and
write artist notes. I know there is a bug if you close and re-open the
panel. Ill sort it later.

I'm trying to emit a signal when my tree selects a different node. I'm
not sure how to do it from k3d and gtkmm. Help Please? :)

Also at the moment, it only updates the contents of the entry boxes (and
text view) when you click out of the box or press enter. This isnt ideal
as many people will write something then switch window panes (or another
node in mat-tree) and their contents has been deleted. Any thoughts guys?

A search facility would be a cool addition. Thanks Bart :)
Are there any more fundamental changes / additions I need to make  to
allow for a more intuitive experience ?

Cheers
-Alex



Timothy M. Shead wrote:

> Alex Curtis wrote:
>  
>> This leads me onto another point. Because this panel and the Shader
>> Preview Panel are going to rely on the following nodes to perform their
>> jobs:
>> sPreview:Light, sPreview Light Shader, sPreview: RenderEngine
>>
>> I really think it would be a good idea for them to be automatically
>> placed in a empty document.  If not then at least placed only once when
>> a panel loads that depends on them, then keep them available for other
>> panels (saved on document save)
>>
>> Therefore it is also important for a user to not be able to delete them,
>> otherwise a panel might not work as expected. They can obviously edit
>> them to their heart content. Possibly with an option to reset to default
>> settings in case they mess them up.
>>  
>>    
> Yes, as I alluded to earlier, this is the main use-case for per-node
> metadata.  The behavior would be as-follows:
>
> * When a preview panel is mounted the first time in an existing
> document, it creates the nodes that it needs.
> * Using the metadata mechanism, the new nodes are "tagged"using a
> panel-specific tag (TBD) so that subsequent panels know not to create
> another set.
> * Also using the metadata mechanism, the new nodes are "tagged" using a
> NGUI-specific tag (also TBD) so that the UI layer knows not to delete
> them (or at least provides reasonable warning before doing so).
> * When the preview panel is closed, the implementation nodes are
> left-behind.
> * When a new preview panel is created, it scans through the document and
> uses the tagged nodes instead of creating a new set.
>
> Cheers,
> Tim
>
>  


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Re: Shader Manager

by hoako :: Rate this Message:

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Alex Curtis wrote:

> Hi Gang,
>
> I have updated the panel. You can now add, remove, rename nodes and
> write artist notes. I know there is a bug if you close and re-open the
> panel. Ill sort it later.
>
> I'm trying to emit a signal when my tree selects a different node. I'm
> not sure how to do it from k3d and gtkmm. Help Please? :)
>
> Also at the moment, it only updates the contents of the entry boxes (and
> text view) when you click out of the box or press enter. This isnt ideal
> as many people will write something then switch window panes (or another
> node in mat-tree) and their contents has been deleted. Any thoughts guys?
I don't know if my idea of creating a selection node that generates the signals
to the connected panels (to this selection node) has any acceptance.
So all you should have to do is modify this selection node, then all panels
connected to this selection node should be updated.
I read Bart proposed something similar for storing the nodes' selection.
Is this the way it could be?
Does it have any pitfall?

Cheers!
JoaquĆ­n


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Re: Shader Manager

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:
> I'm trying to emit a signal when my tree selects a different node. I'm
> not sure how to do it from k3d and gtkmm. Help Please? :)
>  
If I understand the question correctly, you want to be notified when the
user selects a node within your tree.  You probably want either
Gtk::TreeView::signal_row_activated() or
Gtk::TreeSelection::signal_changed().  See

http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html
> Also at the moment, it only updates the contents of the entry boxes (and
> text view) when you click out of the box or press enter. This isnt ideal
> as many people will write something then switch window panes (or another
> node in mat-tree) and their contents has been deleted. Any thoughts guys?
>  
You must not have the latest, I added "Apply" and "Reset" buttons to the
text::control to handle this - they're not entirely satisfying, but they
get the job done.

Cheers,
Tim

--
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http://www.k-3d.org



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Re: Shader Manager

by appleGuy :: Rate this Message:

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Timothy M. Shead wrote:

> Alex Curtis wrote:
>  
>> I'm trying to emit a signal when my tree selects a different node. I'm
>> not sure how to do it from k3d and gtkmm. Help Please? :)
>>  
>>    
> If I understand the question correctly, you want to be notified when the
> user selects a node within your tree.  You probably want either
> Gtk::TreeView::signal_row_activated() or
> Gtk::TreeSelection::signal_changed().  See
>
> http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html
>  
Yes I have those for the page update. What I should have said is: I want
to emit the document state node selection signal when I click an item on
the tree. I'm not sure how to do that

>> Also at the moment, it only updates the contents of the entry boxes (and
>> text view) when you click out of the box or press enter. This isnt ideal
>> as many people will write something then switch window panes (or another
>> node in mat-tree) and their contents has been deleted. Any thoughts guys?
>>  
>>    
> You must not have the latest, I added "Apply" and "Reset" buttons to the
> text::control to handle this - they're not entirely satisfying, but they
> get the job done.
>
> Cheers,
> Tim
>
>  
Cool, I got the latest version. Thanks for adding that

Cheers
-Akex

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Re: Shader Manager

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:

> Timothy M. Shead wrote:
>  
>> Alex Curtis wrote:
>>  
>>    
>>> I'm trying to emit a signal when my tree selects a different node. I'm
>>> not sure how to do it from k3d and gtkmm. Help Please? :)
>>>  
>>>    
>>>      
>> If I understand the question correctly, you want to be notified when the
>> user selects a node within your tree.  You probably want either
>> Gtk::TreeView::signal_row_activated() or
>> Gtk::TreeSelection::signal_changed().  See
>>
>> http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html
>>  
>>    
> Yes I have those for the page update. What I should have said is: I want
> to emit the document state node selection signal when I click an item on
> the tree. I'm not sure how to do that
>  
The Node List Panel does what you're trying to do.  Take a look at the
implementation at

modules/ngui_node_list_panel/panel.cpp

in particular, the on_selection_changed() method.  There's some
complexity there that you can ignore, but the basic process is:

* Convert inode* into selection records.
* Pass the selection records to document_state::select() or
document_state::deselect().

Most of what makes that implementation complicated is handling events
for tutorial-recording, but I wouldn't worry about that now.

Cheers,
Tim

--
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http://www.k-3d.org



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Re: Shader Manager

by appleGuy :: Rate this Message:

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Hi Gang,

I have made a few commits today.

The Last Updates added / fixed the following:
* Added Selection signal abilities. selecting a renderman shader in the
tree (not the group)  will  align the shader preview panel and the
properties panel to that node.
* Added Render Preview Mechanism on the group preview and single preview
* Shader Rendering Holder Image (Subject to change)
* Fixed A bug with miss-aligned storage specifiers
* Fixed A Bug With Timer disconnection.
* Other less important bug fixes. (still need to fix panel restart and
multiple shaders problem .. all in good time :) )

As you can see though at the moment, to allow for a quick rendering
implementation every time you click a group or shader new copies of the
essential rendering elements are created... Not good, so its time to
implement that all mysterious Meta Data.

Tim (or anyone). Do you have any Documentation on how this meta data
works. You guys know by now that what I want to do is to create the
essential nodes once and then reuse them in different panels (or the
same panel re-initiated)

Thanks Again Guys,
Cheers
-Alex

Timothy M. Shead wrote:

> Alex Curtis wrote:
>  
>> Timothy M. Shead wrote:
>>  
>>    
>>> Alex Curtis wrote:
>>>  
>>>    
>>>      
>>>> I'm trying to emit a signal when my tree selects a different node. I'm
>>>> not sure how to do it from k3d and gtkmm. Help Please? :)
>>>>  
>>>>    
>>>>      
>>>>        
>>> If I understand the question correctly, you want to be notified when the
>>> user selects a node within your tree.  You probably want either
>>> Gtk::TreeView::signal_row_activated() or
>>> Gtk::TreeSelection::signal_changed().  See
>>>
>>> http://www.gtkmm.org/docs/gtkmm-2.4/docs/tutorial/html/sec-treeview-selection.html
>>>  
>>>    
>>>      
>> Yes I have those for the page update. What I should have said is: I want
>> to emit the document state node selection signal when I click an item on
>> the tree. I'm not sure how to do that
>>  
>>    
> The Node List Panel does what you're trying to do.  Take a look at the
> implementation at
>
> modules/ngui_node_list_panel/panel.cpp
>
> in particular, the on_selection_changed() method.  There's some
> complexity there that you can ignore, but the basic process is:
>
> * Convert inode* into selection records.
> * Pass the selection records to document_state::select() or
> document_state::deselect().
>
> Most of what makes that implementation complicated is handling events
> for tutorial-recording, but I wouldn't worry about that now.
>
> Cheers,
> Tim
>
>  


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Re: Shader Manager

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:

> As you can see though at the moment, to allow for a quick rendering
> implementation every time you click a group or shader new copies of the
> essential rendering elements are created... Not good, so its time to
> implement that all mysterious Meta Data.
>
> Tim (or anyone). Do you have any Documentation on how this meta data
> works. You guys know by now that what I want to do is to create the
> essential nodes once and then reuse them in different panels (or the
> same panel re-initiated)
>  
See the documentation at

http://www.k-3d.org/wiki/Node_Metadata

Also, I just committed a small tweak to the metadata interface to make
it easier to work with - you'll need to get the latest and rebuild.

Cheers,
Tim

--
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http://www.k-3d.org



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Re: Shader Manager

by appleGuy :: Rate this Message:

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Hi Gang,

Over the last few days, I have committed several updates to the Shader
Manager (& Shader Preview).

Please can you look over it  (Shader Manager). Tell me what you like /
dislike / needs blah adding etc

The Meta Data Is now in for both the Shader Preview Panel & Manager
Panel. This has allowed me to create only one copy of the essential
preview nodes. It has also allowed me to save to file the extra user
notes such as artist name etc... Meta Data Rocks! Its made life so much
easier.

However a problem has emerged. Currently the artist notes are being
saved as meta data. However the current implementation looses its
formatting when the notes are loaded from meta data. Is there any way to
solve this limitation? I think its only when the notes are loaded from a
files meta data. Not when sourcing from a document nodes meta data.

Groups, can now be added (not deleted yet) and the tree is now
interactive. Groups can be nested in other groups and shaders into
different groups. The changes at this moment in time are volatile and go
when the panel is relaunched. This is my next job. Also I probably need
to distinguish the groups from the shaders more in the tree.. possibly
by making the group names bold.

Previews of the Shaders are now displayed.... Uhh there are several
other additions / fixes but I cant think of them from the top of my head.

Looking Forward to your feedback :)

Cheers
-Alex




Timothy M. Shead wrote:

> Alex Curtis wrote:
>  
>> As you can see though at the moment, to allow for a quick rendering
>> implementation every time you click a group or shader new copies of the
>> essential rendering elements are created... Not good, so its time to
>> implement that all mysterious Meta Data.
>>
>> Tim (or anyone). Do you have any Documentation on how this meta data
>> works. You guys know by now that what I want to do is to create the
>> essential nodes once and then reuse them in different panels (or the
>> same panel re-initiated)
>>  
>>    
> See the documentation at
>
> http://www.k-3d.org/wiki/Node_Metadata
>
> Also, I just committed a small tweak to the metadata interface to make
> it easier to work with - you'll need to get the latest and rebuild.
>
> Cheers,
> Tim
>
>  


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Re: Shader Manager

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:

> The Meta Data Is now in for both the Shader Preview Panel & Manager
> Panel. This has allowed me to create only one copy of the essential
> preview nodes. It has also allowed me to save to file the extra user
> notes such as artist name etc... Meta Data Rocks! Its made life so much
> easier.
>
> However a problem has emerged. Currently the artist notes are being
> saved as meta data. However the current implementation looses its
> formatting when the notes are loaded from meta data. Is there any way to
> solve this limitation? I think its only when the notes are loaded from a
> files meta data. Not when sourcing from a document nodes meta data
* One item that had escaped my notice until now is an important point of
vocabulary: you are using "shader" and "material" interchangeably, but
they aren't.  It should be "Material Preview Panel", "Material Manager",
etc.  Everything that you have been working with is a material.

* Start K-3D.  Create a Material Manager Panel.  Under "RenderMan
Materials" you see one (the default) material.  Mount a different
panel.  Mount another Material Manager Panel.  Under "RenderMan
Materials" you see two materials.  Mount a different panel.  Mount yet
another Material Manager Panel.  Under "RenderMan Materials" you see
three materials.  The same thing happens if you create a new document.

* I don't know what you mean by "losing formatting" ... from what I can
tell, notes aren't saved at all.

Cheers,
Tim

--
Timothy M. Shead, K-3D founder
http://www.k-3d.org



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Re: Material Manager [was:] Shader Manager

by Timothy M. Shead :: Rate this Message:

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> Timothy M. Shead wrote:
>> * I don't know what you mean by "losing formatting" ... from what I can
>> tell, notes aren't saved at all.
>>
> Hmm... Are you sure? If you take a material profile. add some artist
> notes to it. Click apply then click save to document button on same
> panel. Then save / re-open the k3d file. Does it not save the notes?..
> It should at the very least keep the notes when the panel is opened /
> closed / reopened. Since the mechanism for the meta save to file is in
> the sdk everything should work correctly :) (Fingers Crossed)

I was meaning to ask why you have "save to document" ... you should make
all state changes as they happen, just like the rest of the UI.  As I've
now (thoughtfully!) demonstrated people will overlook or forget "save to
document" and then wonder where their edits went.

Cheers,
Tim


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Re: Material Manager [was:] Shader Manager

by appleGuy :: Rate this Message:

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Timothy M. Shead wrote:

> Alex Curtis wrote:
>  
>> The Meta Data Is now in for both the Shader Preview Panel & Manager
>> Panel. This has allowed me to create only one copy of the essential
>> preview nodes. It has also allowed me to save to file the extra user
>> notes such as artist name etc... Meta Data Rocks! Its made life so much
>> easier.
>>
>> However a problem has emerged. Currently the artist notes are being
>> saved as meta data. However the current implementation looses its
>> formatting when the notes are loaded from meta data. Is there any way to
>> solve this limitation? I think its only when the notes are loaded from a
>> files meta data. Not when sourcing from a document nodes meta data
>>    
> * One item that had escaped my notice until now is an important point of
> vocabulary: you are using "shader" and "material" interchangeably, but
> they aren't.  It should be "Material Preview Panel", "Material Manager",
> etc.  Everything that you have been working with is a material.
>  
I have fixed everything code wise / GUI wise. I still need to rename the
code folders and CMakeFile(s). I will get round to this, but its not
that important at the moment.
> * Start K-3D.  Create a Material Manager Panel.  Under "RenderMan
> Materials" you see one (the default) material.  Mount a different
> panel.  Mount another Material Manager Panel.  Under "RenderMan
> Materials" you see two materials.  Mount a different panel.  Mount yet
> another Material Manager Panel.  Under "RenderMan Materials" you see
> three materials.  The same thing happens if you create a new document.
>  
Fixed This issue :)
(thanks)
> * I don't know what you mean by "losing formatting" ... from what I can
> tell, notes aren't saved at all.
>  
Hmm... Are you sure? If you take a material profile. add some artist
notes to it. Click apply then click save to document button on same
panel. Then save / re-open the k3d file. Does it not save the notes?..
It should at the very least keep the notes when the panel is opened /
closed / reopened. Since the mechanism for the meta save to file is in
the sdk everything should work correctly :) (Fingers Crossed)
> Cheers,
> Tim
>
>  
Cheers,
-Alex


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Re: Material Manager [was:] Shader Manager