Add a primitive shapes node to Shader Editor
In the Shader Editor, if a user wants to create a primitive shape such as a circle, square, triangle, etc., it currently has to be done using mathematical node setups or OSL. While this is perfectly possible and works well, it can be kind of time consuming and not very artist-friendly in my opinion.
My proposal is to add a Primitive Shapes node. It could work similarly to the existing texture nodes, with a dropdown allowing the user to choose the shape they want. It could also have inputs such as scale, rotation, aspect ratio, corner radius (where applicable), feathering, shape repetition? and any other settings that make sense. Like the texture nodes, it could also produce factor & color outputs.
Now technically the gradient texture node does expose an option for a spherical shape, however it's very limited and honestly having a dedicated node for all sorts of primitives would make the workflow much quicker and reduce the need to repeatedly build the same node setups.
The Features it could have (Now thinking, it could also have an input for vector and tiling maybe?)
Factor or Color outputs to use as mask or general shape
Noise Texture like dropdown to choose the specific shape you want
This is still a proof of concept but I hope it conveys my idea. I really think this will help make the workflow for artists much faster.
0 Comments