Ability to copy nodes between Geometry Node and Shader editors
Now that geometry nodes have been updated to be more consistent with shader nodes, it would be amazing to be able to copy nodes between the two node editors. This would be very useful in situations where the user has a complex node group in the shader editor that they'd like to transfer to geometry nodes and vice versa, without having to recreate it from scratch. One example of this is custom mapping node groups used to prevent texture tiling.
Many nodes are now the same (apart from differences in input/output) between both networks. During copying, the inputs and outputs would be modified to function with the destination node editor. If the node does not exist in the destination node editor, such as the Transfer Attribute node in the shader editor, then Blender could place a red 'Undefined' node, borrowing from the functionality for version compatibility issues.
2 Comments
Only some math nodes would work and nearly all user attempts would cause broken nodes, so why would anyone bother to implement this :s?
Yea, copying over those math nodes could be beneficial, but there are way more important things in GN/SN.
Yes, absolutely useful as many people have made shader node trees for displacements, SDFs and etc.. that can be used in Geometry Nodes and it is unnecessary pain to copy everything by hand. This why I made an addon that does it for you:
vsb.gumroad.com/l/blender_booster