Shader nodes / order:

* Have all "Info" nodes next to each other. 
* Moved "Material Output" to the top.
* Have all light shaders (Emission, Background, AO) next to each other.
This commit is contained in:
Thomas Dinges 2013-04-14 09:34:59 +00:00
parent e04b7dc209
commit 4d0c576f4e

@ -116,12 +116,12 @@ std_node_categories = [
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
]),
ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputMaterial"),
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputWorld"),
]),
ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[
@ -133,13 +133,13 @@ std_node_categories = [
NodeItem("ShaderNodeBsdfRefraction"),
NodeItem("ShaderNodeBsdfGlass"),
NodeItem("ShaderNodeBsdfTranslucent"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeBsdfAnisotropic"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeBsdfVelvet"),
NodeItem("ShaderNodeSubsurfaceScattering"),
NodeItem("ShaderNodeHoldout"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeHoldout"),
]),
ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexImage"),
@ -187,7 +187,7 @@ std_node_categories = [
# Compositor Nodes
CompositorNodeCategory("CMP_INPUT", "Input", items = [
NodeItem("CompositorNodeRLayers"),
NodeItem("CompositorNodeRLayers"),
NodeItem("CompositorNodeImage"),
NodeItem("CompositorNodeMovieClip"),
NodeItem("CompositorNodeMask"),