BlendLuxCore Node Editor: Difference between revisions
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== Overview == | == Overview == | ||
The BlendLuxCore addon adds three new node tree types to Blender: | The BlendLuxCore addon adds three new node tree types to Blender: | ||
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* '''Volumes:''' define the appearance of the "empty space" in the 3D scene. Volumes can be attached to materials (interior/exterior), the camera (exterior) and the world (sets the default for materials without specified volumes). | * '''Volumes:''' define the appearance of the "empty space" in the 3D scene. Volumes can be attached to materials (interior/exterior), the camera (exterior) and the world (sets the default for materials without specified volumes). | ||
* '''Textures:''' Texture node trees allow to define complex texture setups and reference them from multiple materials and volumes, which means that if you change the texture node tree, all references automatically reflect those changes. Mostly a tool for advanced users and very complex situations, not something you will need every day. | * '''Textures:''' Texture node trees allow to define complex texture setups and reference them from multiple materials and volumes, which means that if you change the texture node tree, all references automatically reflect those changes. Mostly a tool for advanced users and very complex situations, not something you will need every day. | ||
[[ File:Node editor tree types.png ]] | |||
[[Category:BlendLuxCore]] |
Latest revision as of 18:31, 29 March 2018
Overview
The BlendLuxCore addon adds three new node tree types to Blender:
- Materials: define the appearance of surfaces. Each material node tree can have interior and exterior volumes defined on the output node (exterior being where the mesh normal points to). There can be multiple output nodes so you can test different parts of a complex node tree easily, but only one can be active at any time. Textures can be defined "inline" directly in the node tree (the usual workflow) or they can be referenced via the pointer node (this allows to re-use complex texture setups in multiple materials/volumes, similar to node groups)
- Volumes: define the appearance of the "empty space" in the 3D scene. Volumes can be attached to materials (interior/exterior), the camera (exterior) and the world (sets the default for materials without specified volumes).
- Textures: Texture node trees allow to define complex texture setups and reference them from multiple materials and volumes, which means that if you change the texture node tree, all references automatically reflect those changes. Mostly a tool for advanced users and very complex situations, not something you will need every day.