We still don't consider this to be a bug
Mon, Oct 26
Thu, Oct 22
Fri, Oct 16
I would guess that just iterate through tree and change types.
Thu, Oct 15
frame doesnt get proper absolute location and it has to be calculated from it's child.
Wed, Oct 14
Tue, Oct 13
Mon, Oct 12
I have started implementing group nodes in Sverchok and I have got some new information which can be added into documentation.
Sep 16 2020
Sep 15 2020
I have made an example. It creates new tree editor with available group node. The node has UI for creating node groups (sub trees). There is some solution in the script which is not best I guess. I left comments there.
Yes it looks working. I will try to make an example.
Sep 14 2020
Yes, node groups are used in Sorcar since june. There is interesting discussion here:
May 16 2020
May 15 2020
@Himanshi Kalra (calra) What I'm actually doing is reproduce group nodes in coustome tree editor. For this I have use two different node trees. One normal for tree editor and another for group node. Also I'm using special node which is dedicated for creating node groups. It has node_tree attribute for nested tree unlike of other normal nodes. Also I'm adding special sockets for nested node tree. Nested node tree can have sockets. So:
May 12 2020
@Himanshi Kalra (calra) Yes it works. Thanks a lot. I was close to figure it out by myself.
May 11 2020
Can you clarify how this should be done in my example? According new note I'm writing something like this but it is raising the error:
May 10 2020
I'm definitely doing something wrong. There is no any guide about how to create custom node group in custom tree. So I'm experimenting and I'm trying find the way.
May 9 2020
May 8 2020
For me it looks inconsistent that frame node can have input/output collection because it actually can't to add there anything.
Ok, is it possible to unregister MyCustomTree class from custom_nodes.py example after this class was registered? I just can't find where Blender keep this class after registration. bpy.types looks like keeps only built in classes.
Mar 31 2020
@John Cox (theois) In the description of the topic 'catching' consider as a protection from extra tree calculation. So it is a tool by which a user can declare that he is not going change some part of tree so Blender could update a tree more rapidly. It's not about of saving any data to disk as I'm understanding this.
Having Cache as a discrete node could actually be a very important feature potentially opening up certain workflows.
It could allow adding certain modifier types after it not originally supported by the base object type (like say bezier curves) unless we lift those limitations from the beginning.
It could also open up the possibility to manually edit the mesh in the viewport at a certain point, to introduce some form of destructive steps in the middle or end of the tree.
Maybe it could be used as output to some form of external filesystem based cache files like say alembic files or other
Actually does not see the reason to put fucntionality of catching data to Cache node. As I see this should be just a mode for any node.
Jun 8 2018
I tried 2.79 and 2.80 version of Blender (32 bit) from your link and both of them show the same bug. :/