Hello, forum!
Or possible to drag&drop material from Node Inspector to Graph Editor after i picking material on a viewport?
Thanks, and sorry for my English
How can I extract the materialnodes from meshnode, for editing and rendering each material separetly?Material nodes from Mesh node
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Win 7 x64 | MSI GTX560Ti HAWK | i7 2600K [email protected] | 16GB RAM
Hi,
At this moment there's no way to "extract" the materials from the pins. Could you please explain the benefit over modifying them directly in the node inspector ?
Thanks
/M
At this moment there's no way to "extract" the materials from the pins. Could you please explain the benefit over modifying them directly in the node inspector ?
Thanks
/M
the benefit over modifying them directly in the node inspector is - possibility of rendering each material separate on testball, not all scene for viewing result. For my slow videocard its tightly. Probably developers will introduce this function in the future releases?
Win 7 x64 | MSI GTX560Ti HAWK | i7 2600K [email protected] | 16GB RAM
You could also attach a material to other parts of the mesh - for testing purposes, for example.
The whole experience would be more flexible, I think.
The whole experience would be more flexible, I think.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thank'y'all. We filed it as a request.
/M
/M
Cool!
I actually missed the ability to tweak those exported materials, for example mix a RGB node with texture to control diffuse tone, or any other such corrections. So this addition is quite rational.

I actually missed the ability to tweak those exported materials, for example mix a RGB node with texture to control diffuse tone, or any other such corrections. So this addition is quite rational.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net