Given the recent concerns raised about misuse of tags and incoherent naming of addons this is a tentative proposal to generally improve tag names in Blender Stack Exchange, and bring about some order and categorization.
The underlying idea is to rename existing tags and add either common prefixes or suffixes so related terms are aggregated and grouped together.
These add missing structure by providing semantics, so similar tags look related, they would visually appear more alike, and users will see suggested related terms in the autocomplete popup when typing some tags.
Some concerns have been raised about readability and whether we should use prefixes or suffixes.
Prefixes have the advantage of affecting sorting order, also when listing stuff together having a common first part makes them look visually related, sort together and easier to follow; where suffixes don't.
The tag search engine does supports fuzzy searching and non-contiguous matches however, so it shouldn't have a severe effect. I don't have a strong opinion here both would work fine.
I'd rather have shorter, rather than longer tag names, but I feel the added structure is worth the trade-off.
Pros:
- Semantic relationship between tags
- Similar tags are grouped together
- Hopefully reduces misuse of ambiguous tags like blender-render
- Increased chance users find appropriate tags
Cons:
- Longer tags names
- Potentially worse readability
- Some added maintenance work
- Dubious real benefit to users
Render Engines
All render engine related tags should receive a render-engine
prefix
- render-engine-blender-internal synonym render-engine-blender-render (should reduce misuse of tag)
- render-engine-cycles
- render-engine-eevee
- render-engine-workbench
- render-engine-luxrender
- render-engine-renderman
- ...
Addons
Addons would receive similar treatment. Tagging a question add-on would make all specific addons pop up in suggestions, increasing the likelyhood of users finding the correct tags. For brevity I'd stick to "addon" rather than the official "add-on".
We could later expand to more areas like modifiers or nodes if we deem necessary
- modifier-data-transfer
- modifier-mesh-cache
- modifier-mesh-sequence-cache
- modifier-normal-edit
- modifier-uv-project
- modifier-uv-warp
- modifier-vertex-weight-edit
- modifier-vertex-weight-mix
- modifier-vertex-weight-proximity
- modifier-bevel
- modifier-boolean
- modifier-build
- modifier-decimate
- modifier-edge-split
- modifier-mask
- modifier-mirror
- modifier-multiresolution
- modifier-remesh
- modifier-screw
- modifier-skin
- modifier-solidify
- modifier-subdivision-surface
- modifier-triangulate
- modifier-weld
- modifier-cast
- modifier-corrective-smooth
- modifier-curve
- modifier-displace
- modifier-hook
- modifier-laplacian-smooth
- modifier-laplacian-deform
- modifier-lattice
- modifier-mesh-deform
- modifier-shrinkwrap
- modifier-simple-deform
- modifier-smooth
- modifier-surface-deform
- modifier-warp
- modifier-ocean
- modifier-particle-instance
What do you guys think, is this worth the trouble? Any better naming schemes or different ideas?