All language subtitles for 05 WorkingWithTheNodeGraph

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Original subtitles

Let's have a basic look at how we can work with the node editor.

This will be a very brief introduction, and for the rest, I'll mention important shortcuts

throughout the course.

You can also see all the keys I'm pressing in the bottom right corner, in case you want

to know some shortcut that I didn't mention.

The result of this node tree is not important, it's just a random setup to demonstrate how

we can interact with the node editor.

The node editor supports the same basic keys as the 3D viewport.

We can add nodes with Shift+A. This menu has all the nodes organized in categories, and

also gives us a convenient search feature, for when we want to quickly add a node without

knowing which category it belongs to.

We can also delete nodes with the standard X key, and if we want to delete a node, while

preserving the connection that goes through it, we can use Ctrl+X.

The standard G, R, and S transformation keys are also all supported.

Since we enabled the Node Wrangler add-on in the Setup Chapter, we can look at the output

of a specific node by Ctrl+Shift+clicking it.

And if we do that several times, it will cycle through its outputs.

One very useful feature for organizing the node tree, is the Reroute, which we can create

by Shift+right clicking and dragging across a node link.

This allows us to shape the path of our node links.

If we do this while dragging across several links that are connected to the same socket,

it will group them, allowing us to have fewer links crossing all over our node tree.

A good tip when organizing the node links, is to avoid almost parallel links crossing

over each other.

This makes it very hard to see which link goes to where.

Here we could avoid this crossing altogether, but when a crossing is inevitable, it's preferable

to have links crossing at more perpendicular angles, which makes the crossing more obvious,

and therefore easier to follow.

Also avoid links that cross over a socket, as it can make it seem like its connected

to the socket, when it's not.

Generally, I would just avoid having connections crossing over nodes altogether.

Another thing that is hard to read, is having a link connected to a socket at a very vertical

angle.

This can make it hard to see which socket the link is connected to, so it can be worth

adding some Reroutes, just to make it more readable.

These tips are not really critical for the end result of your shaders, but they can make

your life much easier when working with large and complex node trees.

The extra effort will pay off by making your work much faster down the line.

Frames are another useful organizational tool.

We can frame the selected nodes by pressing Ctrl+J. This allows use to have a visual indication

of which nodes are related to a specific part of the shader.

Dragging nodes within the Frame automatically makes it readjust its size, and dragging the

Frame itself also drags all the nodes inside.

We can always add nodes to a Frame simply by dragging them in, and we can remove them

from a Frame with Alt+P, just like unparenting objects.

We can also rename a Frame with F2, and in fact, we can use F2 to rename any node.

And in the Frame properties, we can enable color, to add custom color coding.

Finally, we can group nodes, with Ctrl+G.

This puts them in a sort of sub-tree.

We can connect any socket inside the group to the group inputs or outputs.

And we can name them in the properties panel.

When we exit the sub-tree, by pressing tab, we see that in the main tree, it is represented

as a single node, and all the inputs and outputs that we connected are available as sockets.

We can also rename the group in the name field.

Groups are very useful when we want to hide a section of the tree into its own module,

but especially when we want to use the same functionality several times.

Conveniently, the node group appears in the add menu, in the group section.

So we can add several instances of the group to our shader.

Note that each instance references the same sub-tree, so if we tab into one of them, and

change something, the change is reflected on all instances of the node group.

But if we want to make a variation of a node group, we can always duplicate the sub-tree

by pressing the data-block counter, just like with other data-blocks in Blender.

This will make that instance of the node group a unique copy.

To demonstrate the importance of the these organization practices, here is roughly what

our node tree should look like by the end of this course.

It has clearly labeled sections, readable node links, and groups for repeated snippets.

Meanwhile, the very same node tree would look like this, if we hadn't taken care of any

of these things.

Basically, it's a mess, and it's much harder to follow, or to find anything in it.

But don't worry if your node tree looks more like this version while you're working.

It's totally normal to get in the flow and start adding things while neglecting the layout.

Nobody can keep a node tree neat at all times, so don't feel bad, just remember to periodically

take some time to reorganize your tree.

Also note that throughout this course, we add more and more things, and they all seem

to magically fall into convenient places.

This is not generally how it goes, and I also don't have any superhuman node organization

skills, that's just because I'm working off of a reference tree that I already prepared

and cleaned up beforehand.

When implementing your own shaders, you don't know all the nodes that you'll add beforehand,

so don't be discouraged if you have to reshuffle your nodes around from time to time, to keep

your tree in good shape.

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