Expose Movie timing controls as node input(s) on the Image Texture node
When an Image Texture node uses a Movie source, the Frames , Start Frame , and Offset controls are displayed only as fixed properties inside the node. They cannot be connected to other nodes or exposed through a node group interface.
I propose exposing these timing values as linkable node input(s). The implementation could use either three separate integer sockets or a single three-component vector input containing Frames , Start Frame , and Offset . The important part is that the values can be driven from the node graph while preserving the current editable defaults when no input is connected.
This would make it possible to:
- Control and animate movie timing through Value/Combine nodes, drivers, or node group inputs.
- Synchronize and retime multiple movie textures more easily.
- Build reusable node groups without opening each Image Texture node to change its timing.
Related proposal:
Frame number input on Image Sequence node
. This proposal focuses on exposing all three existing Movie timing controls.
1 Comment
This will eventually be added in the upcoming upgrade from Image texture node in blender shaders. However those inputs could only be driven by single values (otherwise it would probably destroy performances) I believe tho single values in Shaders are a thing now in 5.2 or 5.3 since Jacques Lucke was able to add the "Index Switch" node in shaders, and it is optimized when using single values.
I suppose there should be a way to display an error on the link as soon as the input in 'Frames' ; 'Start Frame' and 'Offset' are not single values and make it not work.
I'm not against being able to plug in non-single values in it, and do crazy effect, it would be amazing; I just believe this would force a new evaluation of the image for every pixel or something like that, which is would make any pc explode. But I may be wrong!