Replies: 3 comments 4 replies
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I agree with this. At the very least, a plugin that ships with Malt could be useful as an example of how to make plugins for the engine? I think it'll benefit Malt in the long run if it's a part of it, fed up EEVEE users are gonna be the main audience coming over, and having it be more 1:1 from the get go would draw them in, getting more users in early to test the engine and further spur developments. |
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By default plugin, do you mean enabled by default or just ship it with Malt? In any case, this would require setting up a default plugin directory for the user and a way to enable/disable individual plugins. For enabling it by default, my main concern is that the Shading Essentials duplicate some functionality that is already available in Malt, and splits the node UI in two. So while I certainly like the advantages it provides to the user experience, having that kind of duplication by default feels kind of weird. Honestly, I think it would be best to simply integrate it into Malt, improve the META system so the BlenderMalt side of things can be kept as minimal as possible, and expose all the built-in functionality in a more cohesive way. |
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It seems that #348 is stable and ready for testing? |
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I think it might be a good idea to have the shading essentials 'ship' with malt as an optional plugin, of course its more or less a project in of itself so maybe a submodule (have never worked with those so I am not entirely sure how that works) or maybe just aspects of it could be added to malt? I dont care about taking ownership of any of that stuff that I have made, I just care about people having a better time using and transitioning to malt.
What do you think? Maybe a compromise where you can make decisions about the design of it (if you care to). Also does not have to be RIGHT NOW, but maybe when this commit: a165ae5 hits the release version or something
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