09819091c4
Browser column lists all scene materials plus a searchable create-node list; Show Graph (or double-click) loads a material into the node-graph work area. The graph shows the entire network including MaterialX (.mtlx) node graphs, resolving connections through NodeGraph boundaries via UsdShadeUtils::GetValueProducingAttributes, with layered auto-layout for nodes lacking authored uiPosition. Canvas navigates viewport-style (Alt+MMB pan / Alt+RMB zoom) and TAB opens a Nuke-style search popup. Selecting a node shows a typed property editor (live-apply, one undo command per edit) and previews that node's output on the shader ball. The preview renders through its own Hydra engine into a scratch stage that composes the material via a reference to the source root layer (so referenced .mtlx materials work), re-renders until progressive delegates (Arnold/Cycles/Embree) converge, and lights with HDR dome presets (External/Room/Interior/Sunset; CC0 Poly Haven EXRs fetched at CMake configure). texture:format is authored latlong explicitly - left automatic, hdArnold falls back to Arnold's angular fisheye default - and hdCycles gets a -90 X pole rotation to match Storm's +Y-pole sampling. Mutations go through new ICommand subclasses (create shader node, connect/disconnect attrs). imgui-node-editor is vendored (gitignored) with a local one-line patch: c_ScrollButtonIndex 1->2 for MMB pan. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>