![]() ![]() For the order of the area redrawing, it will not be possible to change that I guess (I’ll ask other devs for that, it would make sens to have the previews first). ![]() I have some optimisation tricks that are coming after this patch is landed. The preview speed is not good I know, and this patch is a MVP, so I did not add optimisation. Well, I’ll try to give an answer to those issues. (I’m aware this would make the image map previews smaller.) I can live with it either way, but decided to mention it. (see image) I’d prefer all the squares be the same size. I don’t love the preview square size being determined by the width of the node. It’s not a full square, nor is it the XY ratio of the image file itself. Image map preview crops are not correct I cannot quite tell what cropping is being used. It’s visually odd/distracting to see the checkerboard not “travel” with a node, but “reveal behind it”. The transparent background of the previews is not “locked” to the preview window. There should be a global setting of some sort, that assigns a singular preview style to the node editor regardless of what the shader property preview is. In a scene with 50+ materials, I don’t look forward to to having to change 50 preview styles. If I want all the previews to be 2D squares (and I do), I have to change the preview style in the shader to 2D. Having the Node preview use the actual assigned preview as the shader property is not pleasant. Meaning, there’s notable lag within the node editor when you change a parameter, as it’s waiting for everything else to update. The order of screen updates appears to be Viewport → Shader Properties Panel → Node Editor. I was concerned the preview speed might be an issue, and it is. Have downloaded the build (PR110065), and noted some things: That is very useful when you want to inspect something and overlays are getting in your way. Blender remembers which nodes have previews on and which ones have off, they’re just not shown to you temporarily. So turning off overlays doesn’t turn off node previews on any node, it just doesn’t show to you. Point of overlays is that it just quickly disables something, instead of hiding. You can click Shift+Alt+Z and disable them all, again and they’ll come back. From overlays tab you can turn off visibility of those things, or just visibility of every type of overlay (Shift+Alt+Z).Ĭolin converted node previews to overlays, meaning user now has choice to decide whether they’re drawn or not. For example annotations are overlays, as are timings on top of geometry nodes, they’re drawn on top of the editor. Essentially Overlays in Blender are things in the interface that are drawn on top of objects(or nodes, image, keyframes, based on editor). Well this is turning into discussion what Overlays are, but very well. If clicking on buttons where able to turn on/off overlays that would defeat the whole point of previews being overlays, on which Colin worked so hard. If they’re shown user will be able to click on them and nothing will happen, which is not desirable. Hiding the button when overlays are turned off communicates with user that they’re turned off. Like Shift-Click on node preview button to solo it, Alt-Click to hide all/show all. Hide All/Show All are operations that should have their shortcuts. ![]() And Gizmos especially are just entirely different things that have nothing to do with overlays. Hide All/Show All is entirely different function that has nothing to do with overlays. It doesn’t mean node previews that were shown before get hidden, no, once you turn on the overlay all the nodes that had previews enabled will have them, and those who didn’t wouldn’t. They’re just turning off the feature from drawing all together. ![]() I think you misunderstand what overlays are in this case. ![]()
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