![]() So maybe the Particle nodes should be structured in the same way, with an Output at the end, and a flow of Transformations and Mixes in-between. ![]() The logic is (example): With this object/global property (Ex:Tex.Coord) do this transform to it (Mapping), then do this operation (Math, Type Add), to this node (Image or Texture), then mix this with another sub-set (MixRBG), send the mix result to a sub-property of a major node (Base Color of Principled), then mix this major node with another (Mix Shader) and output everything (to Material). ![]() At the end of the whole node tree, the rightmost node, is an Output node, where everything else converges. Transformations (such as Mapping or MixRGB) happen before (leftward) of a node. Leftward nodes are sub-properties or modifications of the rightward nodes (ex: Tex.Coords goes into Image Tex). If we look at how the Material Shader node tree is structured, we can see some characteristics: This brings the question, aren’t we fixed on the way other Nodal-based programs (like Houdini) does this, instead of thinking how Blender does it? Maybe we can rethink the node flow? (this is not a thought that I came up with, I saw someone else mentioning it I don’t remember where)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |