Melena is a bunch of ICE operators. SOuP, shaders, and hundreds of other examples are Maya nodes. Yeti procedural graph is not made of Maya nodes. Their node editor edits an expression tree that they will execute themselves. The view in Maya called "Node Editor" (or the hypergraph) is a view of the Maya nodes (what we would call classic operators in XSI, combined with the Schematic view) that make up the Maya scene graph. If it's not a Maya node, you're not going to see it in that view, just like you wouldn't see something other than ICE operators in the ICE tree. "Move point"? 3dobjects? shaders? nope, different planes of existence.NNois wrote: I'll keep thinking there is always room for redisigning thing (I know i know you have to deal with toons of constraints), improving and yes I think i need to keep in my mind this "Utopia" to go further and produce good work ;-)
EDIT: Just looking at an example, Yeti from peregrine in maya, integrated in another node editor.... why is it not integrated in the maya node editor ? is it because maya don't permits that ? (I point here why it's not just like Melena on softimage...)
Something would chose to not be Maya nodes when it needs to be executed completely standalone, for example in a shader on the renderfarm. You do not want to bring in the whole of Maya in your shader just to evaluate some basic mathematics. The whole point was to have lightweight processing at render time for greater scalability, not bake out the results out of the 3D app before hand. So the result of that is that Yeti has its own procedural graph.