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  • Published 15 Jun 2021

Expose the Viewport display settings to nodes

It is pretty handy to have the viewport shading mode be more than just light grey, but for navigating and seeing contrast between pieces, And for using workbench if you want a crazy fast preview for timing or even a clown pass type render.

It would be really handy if color, metallic, and roughness were available in the material output node. This would allow a user to use the same values as the material, when possible. If it could be done efficiently, then a node that averaged input colors could be used to convert any texture maps/material combinations to a single RGB color without texture coordinates to be applied to the diffuse_color. Metallic and roughness are just a single value, so there should be no need for anything new there.

You can do this with drivers. But it is a Ton of work for something so simple. An alternate option, if it doesn't make sense to have that as part of the material output, is to have this option as a new output node, or shader node. One advantage I could see there is if you are doing something like building a clown matte type setup (similar to cryptomatte, but faster and less options but works better in photoshop) you could group the nodes for several colors, then re-use the same setups for whichever materials you want. I wouldn't tell people how they can use a tool, right? So one option there to make it Really flexible, although less user friendly, is to create an attribute Output node, rather than input, so you can drive an attribute from the node in a Much faster way than using the drivers.

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Development Status: Open

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andy.engelkemier
15 Jun 2021

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