← All ideas
  • Published 23 May 2021

"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.)

node.jpg

76.2%

Development Status: Open

Upvote 16 Downvote 5
Lard
23 May 2021

6 Comments

zorro.weaver

Cmon, vote this up! What's with the downvotes?

1
zorro.weaver

We also need the switch node for shader nodes.

1
daniellapalme

We already have this. The material output node can switch between engines with a drop down

zorro.weaver

* @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.

1
Lard Author

* @daniellapalme * Like @zorro.weaver said, I addressed why this is inconvenient in the proposal.

1
zorro.weaver

* @Jared * I guess some people just read the title and thumbnail.

1