It would be great to extract the (sub)node of the mesh-node by clicking a button, transfering all setting that are just set.
Very often we open a mesh and tweak shaders there, forgetting to setup a "real" shading network with unique shaders.
When the mesh is updated the materials are messed, when they are not setup with unique material nodes.
So please can we have a small icon in the material node window (on the right side) to extract the material nodes (or cameras, emvironments and so on) to continue to setup the shading network.
Feature Request: Extract Node Buttons
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I don't know if You're looking for that - but Copy node (material, camera, imager, even map or value) from window on the right, & then pasting as a node is possible =) - I always use that' cos I like to have slightly different nodes to connect, disconnect fast =) I try to group them to so I would have different portion of the scene in separate tabs too =)Refracty wrote:It would be great to extract the (sub)node of the mesh-node by clicking a button, transfering all setting that are just set.
Very often we open a mesh and tweak shaders there, forgetting to setup a "real" shading network with unique shaders.
When the mesh is updated the materials are messed, when they are not setup with unique material nodes.
So please can we have a small icon in the material node window (on the right side) to extract the material nodes (or cameras, emvironments and so on) to continue to setup the shading network.
If that sounds messy - say it & I will make some print screens =)
Just select all nodes and copy and paste them in one go.ruthenoid wrote:+1
I would highly appreciate such a function. Copy-pasting >20 shaders takes a long time.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra

