Hey all,
I have a material where I several noises and image textures to drive spec roughness and normals:
The usual stuff, I guess.
But now I have to have 10+ materials similar to this one, where ONLY the color texture and one other aspect in the network are different. Everything else is the same. Using a c4d node group I can "compress" the stuff, that is consitent throuhout all my materials liek this:
Since I always keep coming back, tweaking the stuff within the "group", I have to copy and reconnect the modified group to the other 10 materials.
So my question is: Is there any possibility (arnold or c4d) to reference or instance the group. So if I modify my spec/normal-network, it is updated in all relevant materials automatically?
I know about the reference node. But this one does not take any input (exept for the referenced material) and it has only the complete shader as an output (and a displacement map).
TYVM!
U
Solved! Go to Solution.
Solved by lizGYM66. Go to Solution.
Could you not just use a shader switch driven by a user data attribute instead? The shader switch has the various colors as inputs and the user data node will take a user data attribute from your object to tell the switch which color to use.
pretty sure this is covered in the tutorial section of the docs.
Thx Liz!
it is a better solution than the one I thought of!
The only disadvantage is, that I can't see the set color texture in the viewport anymore. Only at rendertime.
Have a great day,
U
Could you not set a custom display color via the attribute panel for the object? Or stick it on a layer and sent the display color to layer color.
I already made a user data field on my object and used user_data_integer. Works like a charm. Thanks again!
Sorry, I wasn't able to post a photo when I replied.
Attached just in case.
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