Implement "Mute" for geometry nodes #82546
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Reference: blender/blender#82546
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Mute is suppose to make the node to be bypassed. It is not working at the moment though.
Muting means the node can be considered removed from the nodetree. In some cases it means assuming the node is disconnected even (or passing 0.0?) leaving the following node to use its default values instead.
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscribers: @dfelinto, @PiloeGAO
#82565 was marked as duplicate of this issue
Added subscriber: @KenzieMac130
How will muting be handled if the downstream nodes depend on generated values from the muted node? (Such as muting a mesh analysis node that's constant value outputs or generated attributes used by other nodes to do cleanup) Should it just throw an error if it runs into dependency problems downstream?
For the existent nodes it seems very straightforward. If the input and output have a geometry connected, just pass it through. If the input and output have a color connected, just pass it through. Muting means the node can be considered removed from the nodetree. In your hypothetical example it would return 0.0, or 0.0, 0.0, 0.0, or no geometry, depending on the output.
Added subscribers: @EchoDot, @rboxman
Added subscriber: @MiroHorvath
Not sure if it is in scope of this task, but have you considered also to allow user to mute all nodes from the selected one up to the Output node?
I don't have Houdini here right now, but if I'm not mistaken there's something similar in opposite fashion that user can preview node graph up to the selected node.
Added subscriber: @HooglyBoogly
I think some sort of viewer option for a node might be more effective at doing this.
Changed status from 'Confirmed' to: 'Resolved'