How to make new groups in the node window?

Started by Upon Infinity, May 08, 2015, 03:40:40 AM

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Upon Infinity

I've seen this done in some of the files and presets that came with Terragen.  Can't see how it's done. 

bla bla 2

Clique droit de la souris et internal network. Si, j'ai bien compris.

Right click the mouse and internal network. If I understood.  ???

Upon Infinity

Ah, yes.  I see it now.  In the "create other" menu.  Thanks.

For some reason I hadn't seen it before, and assumed it would be in the main right-click menu. 

Thanks again.

bla bla 2

Oui, tout en haut du menu. ;)

Yes, on top of the menu.

Tangled-Universe

Or like I do:

Press 'N' , press 'Gr' and click and drag into the node network.

The node-palette is one of the most fabulous added features of TG.
Greatest thing since sliced bread :)

Matt

You can also select some nodes and group them automatically with Edit->Group (or Ctrl/Cmd+G)

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Matt

Quote from: Tangled-Universe on May 08, 2015, 10:27:45 AM
Or like I do:

Press 'N' , press 'Gr' and click and drag into the node network.

The node-palette is one of the most fabulous added features of TG.
Greatest thing since sliced bread :)

Not only that, but the "quick" part in the Quick Node Palette, which distinguishes it from the regular Node Palette, is that you can press Enter to create the node and instantly close the palette. Just like typing a command.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Tangled-Universe


choronr

Some years ago, I asked a question of dandelO (Martin) on how to create a node that contains a chain of nodes in order to clean of the main chain of nodes. And, he replied with this explanation ...thanks again Martin:

Hiya, Bob. 

Normally what I do is build out all my nodes in the main network view that will make up whatever shader I'm making, when I have all the nodes finished and the shader is working properly I'll take a basic surface layer node(uncheck any colour settings so it is basically doing nothing other than just sitting in the general area waiting to be used).

All the nodes that make up any particular effect I'd plug the last one in the chain into the 'child layer' input of the surface layer, there you can use the surface layer constraints and such to control all those child nodes in the set.

To go the little step further that you're asking about and have the clutter-nodes inside, just draw a marquee selection(or shift+click) for all the nodes you want to lift. Once they are highlighted you can press ctrl+x(cmd+x on Mac, I think) to 'cut' the nodes from the view. This copies all the nodes to your clipboard. Next, right-click the empty surface layer that will be the parent node and select 'internal network'. It'll take you inside that node. Hit 'ctrl+v' to paste all the nodes you just 'cut' a second ago, now they are all inside the parent surface layer... But, they aren't yet connected yet, are they?

So, click 'up one level' to focus the surface layer you've just been inside and then right-click whichever top input node of that layer you want to assign a shader to. In this case it's the 'child layer' input. The options 'assign shader' and 'create new shader' should pop up when you right-click, select 'assign' and then just navigate to the node through that menu list to assign whichever was your last node in the internal network chain you've just pasted. It will be easy to find the node you want to assign to as it will be listed in a hierarchical menu form.

All the input nodes on top of a surface layer can be used this way so you can pop all your colour nodes inside a layer and use the 'colour function'(or any other) input to select and assign any node to any input, even if they are inside other completely different node networks, or wherever else you like.
You'll notice once you've done that the top input will disappear and will now be inside the network of the shader with your selection already connected.

You can bring inputs back to the outside by selecting a different input node from the node settings panel(the main double-click node settings window). Just select a shader that isn't inside another node to do that.
You can't bring a 'child layer' input back to the front though without using a text editor, as there is no pop-out menu in a surface layer settings panel to select what to use as a child layer.

As usual, I've typed a dictionary when a few lines would have done! 
Give's a shout if you get stuck, man, I normally over-complicate things by drivelling on for ages, but I'm always around and here to help. 

Martin.

Hope you all find this useful.

Bob



choronr

One more thing; summarize the above into a step-by-step series of actions. Write these up and save for future reference. You will find this very handy.

Upon Infinity


bobbystahr

something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Oshyan

He meant to literally type the characters 'g' and 'r' (in that order) and you'll come up with the Gr(oup) node selected. In other words you can type the name of the node you're looking for in the quick node palette...

- Oshyan

bobbystahr

Quote from: Oshyan on May 08, 2015, 06:40:15 PM
He meant to literally type the characters 'g' and 'r' (in that order) and you'll come up with the Gr(oup) node selected. In other words you can type the name of the node you're looking for in the quick node palette...

- Oshyan

Didn't know that...handy....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist