Material reference node
Well, the title explains itself I guess, The node which outputs BSDF of a selected material would be awesome and really helpful for a lot of tasks.
Well, the title explains itself I guess, The node which outputs BSDF of a selected material would be awesome and really helpful for a lot of tasks.
17 Comments
Was suggested many times. At least this two "PBR Baker Node And Material As Shader Node" , "Material input/output node (as in nodegroups)" are pretty same.
* @IIIFGIII * My bad. I tried checking if it was suggested before but couldn't find it.
Basically like node groups but without the need to create a node group in the first place.
* @-L0Lock- * Well, kinda. The difference is that node group parameters aren't linked between different materials while my proposal method makes changes for everywhere it's applied.
* @Reaper * Parameter inputs for a node group aren't shared, but all parameters "inside" a node group will be instanced and shared in every location, where the group is used. But I like your proposal. It saves some time.
This was just added : developer.blender.org/rB6fdcca8 It should solve some workflow issues !
* @Alexis Benoit * This is really nice. Is part of what I put in my comment. Material node still a must IMO. A node accepting parameter will be a huge game changer
Upvoted, and by the way, how is that this proposal has more votes than mine?? Misterious ways of RightClick site!
It's not envy, it's curiosity. Maybe it's the more concise to-the-point title?
Anyway I hope it gets into Blender someday...
Oh, and feel free to join this discussion: devtalk.blender.org/t/how-useful-could-be-a-material-input-node/15104
* @ Lsscpp * Don't look into it too much. According to argumentation theory, the argumentum ad populum fallacy says that basically votes aren't an accurate measure of quality. Regardless, I think a material reference node would be cool. I usually use node groups for this, but sometimes the number of textures overloads Eevee. So you can't use too many materials per material, unless you're in Cycles.
How is this not a feature in Blender already? It would make life so much easier.
Plus one to this proposal. I was looking for this one. I will add that material accept parameters in order to create variations
Second this. Please implement, The parent material go live into the reference node. I would love to see an exit for every connected input so you can also instance inputs out from the referenced material if the whole BSDF is not what you want to instanciate. What about "remote connect" nodes making it possible to input anything you want somewhere and live link to it in every other shader graph.
I found myself looking for this just 2 hours ago ! I initially thought it was possible. But I ended up changing my plans because I didn't want to duplicate my other material's (complex) node setup into another material and have to go back and forth every time I changed something.
* @Alexis Benoit * Check my tutorial how to share material values concurrently in different materials. You can group complete material trees including shaders to use them as instances, too. So it's actually already possible in Blender. Here's my quick tutorial, that explains the basics: youtu.be/3g4LSx6MSBA
* @Christoph Werner * That is nothing new. It's basic usage of nodegroups. The feature requested here (I also requested it not long ago) makes it possible to do the trick without making all materials encapsulated in nodegroups.
* @ Lsscpp * I got it and like the reference proposal, too. I just wanted to mention to * @ Alexis Benoit * that it's already basically possible, but need some more work.
* @Christoph Werner * Yes thank you, I did think about this, but I was unsure if groups were instantiated between materials, now you made that clear, but trying meant grouping lots of nodes which made it less practical to use my original material.