now with blender 2.42 – le grand enhancer de photon – mterial
nodes are officially available.
With the release notes there is now an “officially available” description how
to use them – but I am still sitting in the dark.
For example:
Create object
Assign material “A”
Press “USE NODES”
Open Nodes Editor
and so on.
But: What influence will have the base material on the final material
(“output”). Is it like just any other material node ? Or ?
Please, all your material nodes gurus and hackers! Dont let me die
as an unreflected and unreflecting material without any specular
light of knowledge !
Thanks a lot in advance for any help !
Have a nice weekend!
mcc
Wel the material nodes are chiefly so you can put more than one material on. Whereas the old way you could have numerous textures, but still only one material. You can have one object with different shaders now - before only one shader.
yes, these is the task of material nodes. May be, I expressed my
question not clear enough:
Insert object
choose material (<- this is the “base material”, I meant)
press “Nodes”
Open the “Nodes Editor”
Now you can see one material node with no material assigned
and an output node connected to it.
So: The Nodes Editor shows, that NO material is in use, but I assigned
the base material just to have the chance to use nodes.
Example:
I will coior the base material RED. The material I will use for the one
material node, which is shown by default in the Nodes Editor window,
is colored BLUE.
What is the result ? PINK ???
Any material which I add via material nodes in the Nodes Editor will
have a certain relationship (MIX, OVERLAY, SCREEN…) in will be
“digested” or “handled” in a way I can choose (RGB MIX, RGB CURVES…)
But the “base material” ??? I what relationship is this base material to
all materials I will use in the material nodes ?
And: Should I use a certain configuration for this “base material” to
make its influence as small as possible ?
Is there any rule of thumb ?
I will coior the base material RED. The material I will use for the one
material node, which is shown by default in the Nodes Editor window,
is colored BLUE.
What is the result ? PINK ???
Any material which I add via material nodes in the Nodes Editor will
have a certain relationship (MIX, OVERLAY, SCREEN…) in will be
“digested” or “handled” in a way I can choose (RGB MIX, RGB CURVES…)
The base material has no effect on the result of the material nodes for me. Can you post the blend file??
Hrrmmm…sorry. No blend file at the moment since my question
was only in my head. I am starting with this nodes stuff currently and
try to minimize the try’n’error cycles
Next will be to understand the “tangent” option…the relase notes
say “the material has to be UV-unwrapped”…what does this mean?
Questions over questions…
Hopefully blender will never reach the status of haveing more features
than documentations…
maybe you should search for my name and brushed metal shaders
unwrapping a mesh will give it a UV or XY coordinates. the tangent putton will than stretch the specular relfection along one direction. by rotating the faces in the UV editor you can change the angle of the reflection.
also the release notes have two demo files with anisotropic specular shaders.
OH YES! Your are “”"""“guilty”"""", man !!! (watch all the "'s!!!)
No,no … just kidding…
Start of the story was my attempt to download anisotropic1.blend and
anisotrpic2.blend via the link give in the release notes. Anisotropic2 was
unfortunately corrupted. I informed Ton about the corrupted file to
prevent Ton being flooded with mails like “Blenders Tangent shading
does not work” or “file corrupted” or such.
Then I found your thread with both files offered. Unfortunately
the link to Anisotropic2 points to “anisotropic2.bln” (a MSDOSism
8+3???) instead of “anisotropic2.blend”.
Ok…I “”""“hacked”"""" that and finally could download that file.
This version was not ccrrupted so I send that back to Ton for the
release notes.
Finally…I must confess, that I dont understand the contents of that
file completly.
One thing was that “UV-unwrapped” thingy.
And: HOW can I “UV-unwrap” an object/material ???
Do I need to assign an UV-mapped “picture” to the object/material
in beforehand ?