Solo node?

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Solo node?

Postby oblivion » Thu Jan 30, 2020 9:31 am

oblivion Thu Jan 30, 2020 9:31 am
Hi there,

is it possible to solo a node? For example solo the bump image?
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Re: Solo node?

Postby J.C » Thu Jan 30, 2020 1:48 pm

J.C Thu Jan 30, 2020 1:48 pm
Hi, not possible yet. Maybe possible in future releases but this would need to be confirmed by the plugin developers.
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Re: Solo node?

Postby linograndiotoy » Fri Feb 07, 2020 11:03 am

linograndiotoy Fri Feb 07, 2020 11:03 am
oblivion wrote:Hi there,

is it possible to solo a node? For example solo the bump image?


Is that possible in the "standard" Blender?
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Re: Solo node?

Postby J.C » Fri Feb 07, 2020 1:30 pm

J.C Fri Feb 07, 2020 1:30 pm
linograndiotoy wrote:
oblivion wrote:Hi there,

is it possible to solo a node? For example solo the bump image?


Is that possible in the "standard" Blender?


With Node wrangler it is possible. It is included in default Blender's build but not enabled by default.
https://gregzaal.github.io/node-wrangler/
Simply Ctrl+Shift+Click a node, and it is connected automatically to a viewer node (which is created if it doesn't exist).
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Re: Solo node?

Postby linograndiotoy » Sat Feb 08, 2020 1:01 pm

linograndiotoy Sat Feb 08, 2020 1:01 pm
I seriously doubt we can have a "Viewer" node working with Octane.
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Re: Solo node?

Postby ChrisH » Sat Feb 08, 2020 4:57 pm

ChrisH Sat Feb 08, 2020 4:57 pm
linograndiotoy wrote:I seriously doubt we can have a "Viewer" node working with Octane.


The only thing that does is to connect the clicked node to the Surface output (if it's a shader), or, temporarily, create a "viewer node" between the texture and the Shader output.
The "Viewer Node" is just an emission shader.

This should be doable within BO, just that there is no single Emission shader.

I usually do this manually, all the time, either connect a shader node directly to the output (and not via Mix shaders etc) or I have a loose Diffuse Material node that I connect a texture (or mix tex or w.e) to (the Diff input) and then to the shader output.
It really helps when your node tree gets more complex.
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Re: Solo node?

Postby linograndiotoy » Sat Feb 08, 2020 6:48 pm

linograndiotoy Sat Feb 08, 2020 6:48 pm
ChrisH wrote:I usually do this manually, all the time, either connect a shader node directly to the output (and not via Mix shaders etc) or I have a loose Diffuse Material node that I connect a texture (or mix tex or w.e) to (the Diff input) and then to the shader output.
It really helps when your node tree gets more complex.


I do the same all the times.
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Re: Solo node?

Postby Andreas_Resch » Tue May 16, 2023 9:34 pm

Andreas_Resch Tue May 16, 2023 9:34 pm
I was wondering the same. Is this possible by now?
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Re: Solo node?

Postby ShivaMist » Wed May 17, 2023 9:47 am

ShivaMist Wed May 17, 2023 9:47 am
It's not possible in Core, so it's depending on the dev willingness to find a workaround, in C4D the DiffuseFilter buffer is displayed when using the "Solo Node" created by aoktar, it has drawbacks (you can't see displacements in the solo node) as it is not the same as directly connecting the node you want to solo in a viewer node or output node. That's the main feature that makes me stay on C4D/Octane, shading is so easy when you can see what you are actually doing. It should be n°1 priority but for the core devs :)
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