Create material within geometry nodes
Just a small quality-of-life improvement:
You're making your cool geometry nodes setup and you want to add a material to see what it looks like. You add a 'set material' node - but to add a new material you have to do this:
- exit geometry nodes, e.g. into shader nodes, and create the material there
- go back into geometry nodes and select the new material in the 'add material' node
- go back into the shader editor and start editing the material.
So I propose to add a "new material" option in the 'set material' node itself. This would create a new material in a new slot on the object to which the geometry nodes modifier is applied. You'd still have to go to the shader editor to set it up, but you wouldn't have to do this little back-and-forth dance first.
1 Comment
It would be cool to have even access to all the shader nodes in geometry nodes. So you could create the shader in geometry nodes. Then you could animate the shaders with the geometry node nodes. For example you could share the same noise texture node for some displacement stuff in geometry nodes and use it for the shader simultaneously.
But thats a bit off-topic, sorry. And I see that it could lead to confusions because you would have a new material that is actually a modifier.
But maybe the "add material" node could act more like a node-group. With own inputs that you can define in the shader node editor and a little icon that leads to the shader nodes.