Allow node connections for the viewport display of a material
I generally want the viewport display color to be the same as the material. This changes often for transparent colors, Or extremely dark values like black. And this probably couldn't work if the user places as texture node as the base color, which is likely why it isn't the default?
As far as I have learned, you can't change the viewport display color in the node editor without using drivers, or scripts. But wouldn't it make a lot more sense to be able to just connect an RGB node to both your base color, and the viewport display color (which is currently not available in the shading node)?
3 Comments
You can also select the color in Material which would look much better!
* @superchampions09 * I'm not sure I understand what you are saying. I want to select a color in the material, then have that color match the viewport color. If you don't manually change every material viewport color, then things like the workbench render will just be all white objects. You can override them to things like random colors, or all matcaps, but it is sometimes useful to have them display as the material color. I'd Really like there to be node access so that when I build a material and then use it again in another file, the color is already set how I wanted it. If I then change the color of the material, then the viewport color changes as well.
When you need to see things shaded, the solid view is the fastest. Also, if you need to render out the fastest possible animation preview, workbench is the fastest. The default option there gives you exactly what you see in your viewport. The viewport material is stored along with each material, rather than object. And like you mention, the default is nearly white. But you can change that in the material tab under the Viewport Display dropdown. You can change color, metallic, and roughness.
I would like to be able to have those as node connectors on the material output node, or a dedicated viewport display output node, if that makes more sense.
Currently, the only way to link those things is to set a driver to an item in the node tree. You can do it, but that's a pain.
Personally, I would want the default option to always match the color output, metallic value, and roughness value, maybe of the last shader in the chain, unless it'll get fancy and average colors through mix nodes or something? That way you would only have to override the viewport display for more advanced materials. Clear glass probably shouldn't be plain black, for example. And metals might be too dark, depending on how you build them.
So I just want to be able to connect the nodes mostly.