Feature Request: Every node field should have a socket
Some node fields don't have their respective sockets, this makes certain ideas to be discarded, especially with node groups. This limitation could be gone by letting every node field to have a socket.
E.g. if, inside a node group, you want to connect a Texture Coordinates node to an Image Texture node's vector field given as input to the node group, you can't do it. But if the Image Texture node's image field had a socket it could be done. Something like this: i.imgur.com/yOEozJ5.png
6 Comments
I was thinking about this as well. This would solve my current issue where I need to send an image to a node group and then within the node group I need to decide how it gets sampled.
Looking at your imgur image make me think you don't quite understand how the node works. It looks to me that you are thinking that you can replace an image with a color. That would defeat the purpose of the Sampling portion of the node and you might as well just use the "RGB" node.
Anyways, here is my idea as a image. Which I think also gets what you want.
i.imgur.com/sr5DOnV.png
* @LilacDogoo * I like your idea! Honestly, I would also add the chance to preview the selected image directly inside the new node, that would make things easier when you have lots of textures and they may have long or similar names
* @LilacDogoo * I wanted to do the same as you did, but what you see in my screenshot has been coded, it's not photoshopped or something.
This is a great idea. I myself wanted to write about it. It would also be nice to be able to use this texture outside the node editor.
* @1volkostya1 * "Outside the node editor"?
How do you mean?
As far as I know, the image was always outside of the node editor. This node only links to a "dataBlock stored in your Blender file that contains an image" or "an external image file".
Many other areas of Blender can link to that same image.
* @LilacDogoo * I mean the situation when I generated a texture using nodes and different images and then I want to use this result as a brush for sculpting or in the displacement modifier