Expose material node inputs to material attributes
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Hi,
I wonder if there is a way to pull up the material root inputs so that I can change the values without having to open the node editor.
In the case of Scene Nodes objects such as Nodes Mesh, simply create an IO-type node and it will appear in the “Inputs” tab of the Attirbute Manager. However, this does not seem to be the case with Redshift Materials.
And I found that Substance 3D Matrials in the Asset Browser have the Inputs tab that controls the material values.
So I thought it would be possible to setup the Standard RS Material like so.Any help would be appreciated.
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Hey @kng_ito,
I am not sure that the developer forum is the best place for this, as this strikes my more as a Node Editor end user question, but we'll give it a spin (otherwise use our Support Center).
So, you basically want to create something like this for materials, right?
Where the Segment.X input port on the root node of the graph is exposed in the Attribute Manager? I.e., this here:But the Color port in this case does not show up in the AM? I do not think there is a way, at least from a technical perspective, the generic "Standard Material" overrides the whole UI of that material and puts there the end node of the material graph. E.g., as shown below for the Standard Render (and this is then also called 'Inputs').
It is only Redshift which overrides this behaviour, and only when you have a RS Standard (or Standard Material) node in the graph, then it will display that. If you do not, it will default to the general material nodes behaviour of displaying the end node.
So, I would say this is not possible, and the place to go would be end user support.
Cheers,
Ferdinand -
Hi @ferdinand ,
Thanks for the clarification.
I will contact user support and request this as a feature.