I hope that blender adds a sort of "named value" node like unreal blueprints where you can write to a named value in one location of the shader tree, and somewhere else, you can read from that value as if there was a noodle going ALLLL the way from the definition point to the second place, no matter how far away it is
I've been working with Unreal Engine a bit recently, and they have a cool feature in their material shaders where you can pull out from a node to create, in essence, a named variable. Then, elsewhere in the node graph, you can add that variable as an input to any node. I love it because you don't have to drag/reroute nodes all over the graph. That's one feature I would love to see blender borrow from UE, because it makes the graphs so much more readable.
🍝. Nice job, Curtis!! I will definitely look into your node group tools wild and I will definitely start building my own. Thanks for your great explanations🥰
I always learn new things by watching your videos, Holt. Firstly is how the asset browser can be used for node groups which... I just didn't know or think of using it like that. Second is how important having clean masks are. Though I'm too messy for the third thing, learning how to keep the textures clean with the group in and outputs is useful later in. Also, I learn how to find new emojis as I'm not a Twitter, Instagram, or Facebook user this is quite fun to know. 🍝 I... also love calling them noodles and when I found out you can make them curve instead of being a straight line I jumped to find out how to do it.
🍝 I was laughing because I'm one of those types of people that get extensive with the reroutes around nodes. All this talk of noodles is making me hungry for ramen while I experiment with the shader editor.
As much as I dig the Blender interface, this really shows that it desperately needs undock-able panels as opposed to sticking to the whole panel division thing ...
Yes you can easily make multiple windows/panels and have long been able to. Click [Window] on top left menu & select [New Window] set that one up however you want with whatever panels, you can have as many as you please.
@@macronomicus It's possible yes, but the integration is extremely poor at this time, most notably with the mouse input not instantly registering when interacting with any such floating windows. And ideally every currently shown panel should be undockable just by pulling on its label as it is done in pretty much any other piece of software - as opposed to having to manually create new windows and having to define their contents each time. Even for something as simple as editing UVs it's just painful and not practical overall. Please, let's not pretend that something is good when it really isn't, as this can only cause things to not evolve.
@@polarizedpotstone Yes, that's great for you, and that's the whole point of having the option to use them or not. But Blender forces things way too heavily one way, whereas other software that can do both elegantly let the user decide. Unfortunately this is very much a "If I had asked people what they wanted, they would have said faster horses” situation, as many Blender users are content with the current paradigm. Admittedly it is quite good good - just not as good as it could be. Merely fixing the mouse click issue and letting the user create floating windows from a given existing panel (and automatically collapsing the original) would go a long way, and would be adopted very quickly, without disturbing users who don't need/want it.
I just can't get used to those video cuts after every 3rd word. Is that how these guys talk in reality too? I find it that disturbing that I am not able to listen to such videos 😕
One small correction at 4:27, 'Mix RGB', not 'Mix Shader'.
nice
I didn't know you were allowed to have multiple "group input" nodes... that is really helpful...
I hope that blender adds a sort of "named value" node like unreal blueprints where you can write to a named value in one location of the shader tree, and somewhere else, you can read from that value as if there was a noodle going ALLLL the way from the definition point to the second place, no matter how far away it is
Catching up with your videos, Curtis! Thanks for sharing all these tips! 🍝
I have a better understanding of the Node Group Tools now. Thanks!
I've been working with Unreal Engine a bit recently, and they have a cool feature in their material shaders where you can pull out from a node to create, in essence, a named variable. Then, elsewhere in the node graph, you can add that variable as an input to any node. I love it because you don't have to drag/reroute nodes all over the graph. That's one feature I would love to see blender borrow from UE, because it makes the graphs so much more readable.
Cheers for the video mate, these explanation centric videos are really useful when it comes to understanding these shaders.
🍝. Nice job, Curtis!! I will definitely look into your node group tools wild and I will definitely start building my own. Thanks for your great explanations🥰
That was super interesting! Thank you for sharing 🍝
thank you for this video, never thought i'd be looking at advanced shader tips and understanding them appropriately, let them come, apparently!
Real good node tips thanks Curtis 🍜
Drat! Living in Thailand I was looking for this emoji, but it didn't come up under by typing "noodle" or "ก๋วยเตี๋ยว".
Morning , another cool video ! ty !
😄 great, this gives me a inside to where to grow in. Thanks
🍝Curtis doesn't use Node Wrangler. 🤯 And yet, he still manages to build some amazing shaders. Crazy, man, crazy.
Alright but seriously why? Don't tell me it's because of the loading times
Why not use the node wrangler?
Thanks for giving me my regular dose of noodle knowledge! 🍝
🍝 Thanks Curtis. Great tips. I always look for better organizing my work.
I always learn new things by watching your videos, Holt. Firstly is how the asset browser can be used for node groups which... I just didn't know or think of using it like that. Second is how important having clean masks are. Though I'm too messy for the third thing, learning how to keep the textures clean with the group in and outputs is useful later in.
Also, I learn how to find new emojis as I'm not a Twitter, Instagram, or Facebook user this is quite fun to know.
🍝
I... also love calling them noodles and when I found out you can make them curve instead of being a straight line I jumped to find out how to do it.
Awesome as usual!
🍝 And I even plan to rewatch again as a refresher 🙂
wow. thank you for the amazing video
Thanks that's great info
Well Done as always Curtis! 🍝
Thanks Gary!
Thanks for the tips and ideas. 🍝
🍝Great video and useful tips, thank you for your work !
Totally agree, bro!
you record with hardware outside of the program. Great tutorial btw it was very detailed but still just right for beginners.
Thanks.
Turning the node groups into assets are super tasty 🍝🍜 need to do that instead of remaking the same edgewear shader every time!
Thanks bro..
🍝 Thanks Curtis!🍝
Respect bro
🍝 as always VERY NICE TUTORIAL
It really is
🍝 Good stuff!
🍝 I was laughing because I'm one of those types of people that get extensive with the reroutes around nodes. All this talk of noodles is making me hungry for ramen while I experiment with the shader editor.
🍝 good stuff 🤓
Eric Bridge do you know it’s na? Pure curiosity lmao
THAT'S RELATIVITY FOR YA
Yum! 🍝
As much as I dig the Blender interface, this really shows that it desperately needs undock-able panels as opposed to sticking to the whole panel division thing ...
Yes you can easily make multiple windows/panels and have long been able to. Click [Window] on top left menu & select [New Window] set that one up however you want with whatever panels, you can have as many as you please.
Its very useful for multiple monitors & having lots of different views going depending on need, Blender ui is brilliant.
@@macronomicus It's possible yes, but the integration is extremely poor at this time, most notably with the mouse input not instantly registering when interacting with any such floating windows. And ideally every currently shown panel should be undockable just by pulling on its label as it is done in pretty much any other piece of software - as opposed to having to manually create new windows and having to define their contents each time. Even for something as simple as editing UVs it's just painful and not practical overall.
Please, let's not pretend that something is good when it really isn't, as this can only cause things to not evolve.
See i actually find undockable panels, in Adobe programs especially, to be extremely annoying 🫣
@@polarizedpotstone Yes, that's great for you, and that's the whole point of having the option to use them or not. But Blender forces things way too heavily one way, whereas other software that can do both elegantly let the user decide.
Unfortunately this is very much a "If I had asked people what they wanted, they would have said faster horses” situation, as many Blender users are content with the current paradigm. Admittedly it is quite good good - just not as good as it could be. Merely fixing the mouse click issue and letting the user create floating windows from a given existing panel (and automatically collapsing the original) would go a long way, and would be adopted very quickly, without disturbing users who don't need/want it.
I like noodles, spaghetti is fine too 😁🍝
Oodles of doodle Noodles!! 😁🍝
It’s making me very hungry 😆
@@CurtisHolt #sorrynotsorry 😂😜😂
i love u
I didn't think anyone did the group inputs thing too.
why is my gms different then yours?
" Let's make a Rap record "
yo must be nice
🍝
equalize it
🍝 Are people who tinker with nodes "Noders"?
I just can't get used to those video cuts after every 3rd word. Is that how these guys talk in reality too? I find it that disturbing that I am not able to listen to such videos 😕
literally rn..
🍝🍝🍝🍝🍝😆😁
sa sa sa
"Welco-"
Real good node tips thanks Curtis 🍜
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