Multiple instances of a single image node, each with a different vector input
I need to use an image node for multiple different color inputs, but each with a different UV vector assigned to it.
This issue is quite hard for me to explain, so here's a drawing of what I'm looking for...
This would be great for grouping complex node setups, and will remove the need to create several "image texture" nodes if you want to use the same image and do some tweaking.
8 Comments
or may be just like that so i can be feed with another image or color information.{attachment 22png}
Repling to myself: something like this
would allow to use box/blend mode also for procedural
oh well it could work having image outside a node group, but I can't think of a practical use right now...
you can just have an instance of the image node. your proposal doesn't solve the complexity since you end having the same amount of nodes
Why nobody do this. Unreal Engine have image input socket in texture sample. Why blender doesn't???????????
This is a must-have feature. It will enable shader-node to be much more flexible.
This would be amazing, there is some situation that you need to instantiate textures, look at this guy: youtube.com/watch I'm having the same problem to for creating an "emboss node" group, right now you have to make a script that change all the textures at once.
This would be great for for grouping complex node setups, and will remove the need to create several "image texture" nodes if you want to use the same image and do some tweaking.