Shader Editor - each material should be summonable as NodeGroup - without it's Material Output though.
I would like to be able to summon a material already created as a NodeGroup and use it as that. That NodeGroup gets updated as the material itself changes.
While this is technically possible it's time intensive to create a NodeGroup out of every material and it's also cumbersome because then if you want to Edit anything in the material you always have to enter the NodeGroup and do it there and if you want to Edit a different material the same is necessary again and again.
So what I would like to see is something like this in the Shader Editor: drive.google.com/a/polygoniq.com/file/d/1cizm4fZ1xaTQY_fRHv7EzTdq3Od9ZDmn/view
2 Comments
3ds max is has very poor node editor comapred to blender shader editor
This was something I thought of suggesting a while ago but didn't because I thought it might be a niche issue. It's a small inconvenience that I run into a lot, so I'm glad I'm not the only one.