首先,NodeGroup内部包含的是NodeTree,但在NG节点本级,NG表现为一个Node。这个Node需要有Input Socket和Output Socket。由于是自定义的节点,我们需要先声明它。实现:通过node_tree.interface.new_socket方法声明IO插槽。 还有NodeFrame的父级设置问题,通过node.parent解决了。 文档里写的NodeFrame,实际上用node.type输出...
link(attribute.outputs[0],color_ramp.inputs[0])link(color_ramp.outputs[0],shader_Principled_BSDF.inputs[0])link(shader_Principled_BSDF.outputs[0],mat_output.inputs[0])# create geometry nodes modifiergeonode=bunny_weave.modifiers.new('CurveToMesh','NODES')bpy.ops.node.new_geometry_node_gr...
这里会发现甜甜圈是紫色的,是因为没有添加任何的底材质,所以默认为紫色,这里需要将我们上一篇已经添加好的材质颜色等等节点里的效果附加上去,所以,先返回shading模式,添加一个Texture-Image texture,这个node是用一张2D图片包裹3D物体,我们这里需要一张棕黄底色的图片,并在中间部分刷上一些浅色,来实现开头想要的效果,同...
As such, Eevee does not support inputs to subsurface radius and so shader and parameter code needed to be re-written to accomodate this. Cycles unaffected by this. Fixed node group upgrade code that incorrectly renamed existing node groups and did not properly replace old shader/node groups wit...
Node allows you to either create a list of N repeats of the input node, or create N outputs from the input node. You can optionally decide if you want to reuse the input node, or create a new instance each time (e.g. a Checkpoint Loader would want to be re-used, but a random ...
2018-01-19 10:06:25,141 INFO rpr.default [140453162604608]: registering <class 'rprblender.editor_nodes.RPRShaderGroupInputsNode'> 2018-01-19 10:06:25,141 INFO rpr.default [140453162604608]: registering <class 'rprblender.editor_nodes.RPRShaderGroupOutputsNode'> 2018-01-19 10:06:25,141 ...
It took me embarrasingly long to check the node editor to realise it's creating the shader nodes, but not connecting them. 4.2 seems to just fail connecting the nodes. 4.3 fails to connect nodes, but also isn't setting any inputs or outputs on the texture group. S...
Batch Rename Thehotkey F2(not to be confused with the addon F2) can now be used to quickly rename objects. Ctrl F2 gives you renaming superpowers witha new Batch Rename function. Whether you want to change all spaces to underscores, switch everything to lowercase, or flip .R to .L, ...
18. Mixer Color TInt: Adjust the color tint of the lightgroup. 19. Mixer White Balance: Adjust the white balance of the lightgroup. 20. Mixer Cast Shadow: Toggle shadow for the lightgroup. 21. Dbl-Click Lightgroup Rename: Double click to rename the lightgroup. ...
Added: Fluid Surface, Whitewater, and Fluid Particle geometry node modifiers will now contain a set of parameters to control fading for usage in compositing tools. This change will take effect on newly created Blend files. Added: Dual function for theFLIP Fluids Sidebar > Add Fluid/Inflowoperator...