Lets say you have an imported obj with multiple materials. Sometimes you want to create and connect seperate material nodes and connect them with the obj.
It would be nice to click on the obj and choose "create nodes" so that already included materials are duplicated in seperate nodes.
Maybe there is this option already and couldn't find it. It sounds too obviously.
create nodes - feature request
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- teecee2107
- Posts: 210
- Joined: Thu Oct 28, 2010 6:45 pm
- Location: Liège - Belgium
You mean that it would generate the material nodes in the graph editor and connect them to the obj ? That would be very helpful indeed !
+1
+1
Core 2 Quad Q9400 | 8Gb | Zotac 580 GTX 3 Gb | Windows 7 64bits | Octane 1.11 | Nvidia Driver 310.70
Sounds good except in some cases I've ended up importing an .obj that has a *lot* of materials. Like its one l-o-n-g bar. In that case an explode would create an enormous number of nodes and it would be a tangle to behold. How about a 'break off here' function as well. In that way you could make a few shorter bars out of it and then explode one of more of special interest. A really wide bar is a nuisance to work with.
Edit: I suppose dragging a rectangle to custom select a nodes of interest for exploding would OK.
Edit: I suppose dragging a rectangle to custom select a nodes of interest for exploding would OK.

Last edited by pixelrush on Sat Apr 20, 2013 6:09 pm, edited 1 time in total.
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
For my own, when I ham happy of a structure (nodes tree) I copy each node in the following and delete the original after deleting the link, to get finally only one bar including all materials. It is useful to create macros of complex objects that can be easily imported in other projects (vehicles,characters, buildings).
It is way to manually group (encapsulate) the nodes, into only one node.
It is way to manually group (encapsulate) the nodes, into only one node.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
It would be nice to be able to right click and choose either create node (for just that one level) or create network to expand that whole hierarchy.
It would be even nicer to be able to just ctrl-drag from the dot to pull out the node to somewhere in the graph.

Edit: or alt drag, since ctrl should be letting us drag a copy of a node, and in this case, dragging out the node as I suggested, but not connecting them (as in copy, then paste).
It would be even nicer to be able to just ctrl-drag from the dot to pull out the node to somewhere in the graph.

Edit: or alt drag, since ctrl should be letting us drag a copy of a node, and in this case, dragging out the node as I suggested, but not connecting them (as in copy, then paste).
shelshok wrote:It would be nice to be able to right click and choose either create node (for just that one level) or create network to expand that whole hierarchy.
It would be even nicer to be able to just ctrl-drag from the dot to pull out the node to somewhere in the graph.
Edit: or alt drag, since ctrl should be letting us drag a copy of a node, and in this case, dragging out the node as I suggested, but not connecting them (as in copy, then paste).
YES !! I like this

most of those node feature requests are already working in 3dmax node editor - like pick the material and spread out all of the nodes in the graph editor
- now I'm testing in the standalone version (still the fastest way to set up and examine materials) - and I am really missing those node features - it should have been there from the first version, just examine the functionality of 3dmax node editor, it's pretty intuitive
- things like shift+drag copies a node, ctrl+alt+drag moves all the childnodes with the main node, and the above mentioned - makes a difference in the workflow, and seems pretty intuitive
- now I'm testing in the standalone version (still the fastest way to set up and examine materials) - and I am really missing those node features - it should have been there from the first version, just examine the functionality of 3dmax node editor, it's pretty intuitive
- things like shift+drag copies a node, ctrl+alt+drag moves all the childnodes with the main node, and the above mentioned - makes a difference in the workflow, and seems pretty intuitive
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