"Render Engine" Node for Materials
We can already differentiate between render engines using the dropdown on the Material Output node. This works, but is inconvenient when we only want to make minor changes in a complex node tree.
Currently, we'd to duplicate the entire node tree, make the minor changes, and pass it to a separate Material Output Node. This is inconvenient for many reasons, the primary one being that a lot of nodes are now redundant.
I propose a Render Engine node, passing booleans indicating whether the given render engine is being used (1.0 for True and 0.0 for False, just like other input nodes such as Light Paths). Values from this node can then be used as mix factors, inputs to color ramps, etc.
(Technically, this is currently accomplishable with drivers, but the solution is hackish and not guaranteed to be consistent across versions of Blender.)
6 Comments
Cmon, vote this up! What's with the downvotes?
We also need the switch node for shader nodes.
We already have this. The material output node can switch between engines with a drop down
* @daniellapalme * Did you read the proposal? The idea is to use a Boolean input rather than affecting it in the output. The idea is so much simpler, cleaner, and easier to change small things without remaking your whole nodetree.
* @daniellapalme * Like @zorro.weaver said, I addressed why this is inconvenient in the proposal.
* @Jared * I guess some people just read the title and thumbnail.