Packed channels in the node flow
I find having and maintaining so many grayscale channels in SD somewhat tiresom. It just adds to that notorious "macaroni monster" tremendously. I always lost something on the way and have to waste my time trying to figure out why my roughness suddenly became black and it what material node something haven't been connected properly.
Wouldn't it be easier if we could pass alredy packed RGBA node to node? So perhaps just two RGBA. color, height, normalX and Y ( we could perfectly recreate Z just at export) , roughness , alpha , so just two RGBA. Maybe an extra one for passing through several masks .
I am trying to do such a workflow but have stuck in it . Looks like it would take me forever .
Can we have it pre-codded somehow in the soft? I am so tired of gazillion links , a Hordian knot typical SD file is. Green lines don't help a bit . Not at all. They never indicate something is not connected. I waste hours for debugging then.
Love how some composing soft just use multilayered exr and all the node pane is simple like 2x2.
Would also love SD would copy Blender nodes behavior with auto connecting when you put a node over a line. And shift+right drag to make a shared root point , Ctrl+rightdrug to kill a line. So convenient vs SD.
