Shader node editor canvas
It would be very helpful to be able create and edit multiple materials per node graph instead of just one. So you can overlook and combine shaders much easier. It also opens up the possibility to easily use parts of the graph into multiple shaders and materials. 3ds and maya have it for reasons, and it easen shader work a lot to not be forced to change objects all the time to check and change shaders while iterating like lookdev.
9 Comments
Somehow I never even saw this, you can pin a material context, It was available in 2.7. That said however it would be nice to still be able to change the material context without assigning it to the object.
* @PTCreative * my 2 independent shader editor windows get both switched material to the same althought one is pinned. 2.93 beta bug?
What would this look like? would they be seperate graphs like slots? or would the graph editor split into multiple windows?..
* @PTCreative * 3DS Max does something like this so that would be a good reference, but it's confusing as hell.
Basically you have one large node graph and you can eye-drop multiple materials from your scene and the nodes appear in the same viewport. You can then "delete," them out of the viewport but they still remain in the scene
* @Zach Hixson * If I remember rightly in 3DS the nodes are generally simpler (more reliant on uber nodes), I'd imagine this would quickly cause clutter issues in Blender. I think the ability to split the window and see two materials graphs, although still seperate windows, would be a good start. Secondly an improved copy paste system which is currently a bit unreliable.
* @PTCreative * While Max's simplified nodes definitely made it easier, I still personally hated the system. C4D still has the best "material management," system out there IMHO where it's just a library, and every time you click on a material it opens up a different window.
Other than that I agree completely. Being able to open two materials in separate windows with a functioning copy/paste is a great idea.
* @Zach Hixson * I don't think this is confusing at all. You could have a checkbox which automatically pan and zoom the combined node editor to the material of the selected object upon selection (if is's on the canvas). I mostly like a freely canvas for nodes, it don't restrict creativity so much. It's a lot faster on lookdev when you have your main materials together and don't need to constantly select objects back and forth all over the scene to see and change their materials.
* @PTCreative * I think every philosophy has advantages. Best would be combining them so for start having multiple independent node windows, optionally tied to the actual object selection or not (by user set switch). The free type could hold multiple materials. If you hover over the material output node the corresponding objects would highlight and vice-versa.
* @Zach Hixson * I agree too, I remember when 3DS introduced its material node system and it always felt unfinished and limited, whereas Cycles is built for nodes right from the begininng, I prefer the very modular approach although the Principled shader was a welcome addition.