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  • Published 23 Mar 2016

Transformnode with input sockets

Hello everybody,Quite often you want to manipulate the value of an input with some other texture/image. This gets used to create e.g procedural wood, where you distort the vector. Now the default mapping node in blender has no input sockets for the values so many make their own transform node as shown in the image below. So my idea would be to give our default mapping node some input sockets by default. Here is link to the self-made node on the left: drive.google.com/file/d/0B_sHVsVG0DnzRGViU2Y4cWE3TVU/view<strong>Edit:</strong>Here is an improved version from alex(Check him out down below in the comments). He has made a way cleaner design:http://i.imgur.com/MhxALtl.png

MhxALtl.png

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Development Status: Open

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miclack30
23 Mar 2016

4 Comments

thexchanger

There´s no need for 9 sockets for manipulating those values. All could be done with 3 vector sockets. Modifications to single values could be done outside of the node via Separte XYZ and join XYZ nodes.

3
miclack30 Author

yea, of course..

jesterKing

Incidently have internal code for a matrix node that transforms an input vector. I needed this for Cycles for Rhino integration.

developer.blender.org/rC950f1cc0fdb17e8c89b4d3442b478df69d8f393c

GUI part is still needed though.

2
shubham0209

never needed it, but now that i see it, cant understand how my life worked without it!!!