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  • Published 20 Jul 2024

Common node for Bitmap Texture

I propose to write a node for loading the texture, by analogy with such renderers as V-ray, Corona, Fstorm. and others.

The main thing is that now in blender, in order to load a texture, for example with a mapping channel, you need to add two nodes. if I want to change its brightness then I add RAMP. these are 3 nodes. if I want to change the tiling, then it’s already 4 nodes, etc.

in Corona, for example, we have one node inside which has all the functions for managing channels, position, tiling and mapping.

If I create a complex material with a lot of textures it turns into a mess in the material editor.

It would be convenient for me to have everything in one node. Just like from Principled BSDF you can create any material. glass, wax, leather, steel, cloud, wood, paint, etc.

Maybe there are people who agree with me. nodes.jpg

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Development Status: Open

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Vladimir-Pospelov
20 Jul 2024

2 Comments

arduinocassol

I understand were you coming from. But I think better yet is to expose as a node input other parts of the existing nodes. That way we can create better node groups. We already have a Image Input Node and Menu Switch, but only on GN for the moment.

Parametrization everywere!!!

3
Vladimir-Pospelov Author

Yes, this is a solution, to make absolutely every Map/Shader have an input and an output, so that everyone can create their own NodeGroups.