All language subtitles for 05 WorkingWithTheNodeGraph

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:06,020 --> 00:00:09,020 Let's have a basic look at how we can work with the node editor. 2 00:00:09,020 --> 00:00:13,120 This will be a very brief introduction, and for the rest, I'll mention important shortcuts 3 00:00:13,120 --> 00:00:14,780 throughout the course. 4 00:00:14,780 --> 00:00:18,510 You can also see all the keys I'm pressing in the bottom right corner, in case you want 5 00:00:18,510 --> 00:00:21,330 to know some shortcut that I didn't mention. 6 00:00:21,330 --> 00:00:26,170 The result of this node tree is not important, it's just a random setup to demonstrate how 7 00:00:26,170 --> 00:00:28,390 we can interact with the node editor. 8 00:00:28,390 --> 00:00:33,160 The node editor supports the same basic keys as the 3D viewport. 9 00:00:33,160 --> 00:00:38,480 We can add nodes with Shift+A. This menu has all the nodes organized in categories, and 10 00:00:38,480 --> 00:00:42,530 also gives us a convenient search feature, for when we want to quickly add a node without 11 00:00:42,530 --> 00:00:47,910 knowing which category it belongs to. 12 00:00:47,910 --> 00:00:52,470 We can also delete nodes with the standard X key, and if we want to delete a node, while 13 00:00:52,470 --> 00:00:59,350 preserving the connection that goes through it, we can use Ctrl+X. 14 00:00:59,350 --> 00:01:06,350 The standard G, R, and S transformation keys are also all supported. 15 00:01:06,350 --> 00:01:10,572 Since we enabled the Node Wrangler add-on in the Setup Chapter, we can look at the output 16 00:01:10,572 --> 00:01:13,709 of a specific node by Ctrl+Shift+clicking it. 17 00:01:13,709 --> 00:01:20,549 And if we do that several times, it will cycle through its outputs. 18 00:01:20,549 --> 00:01:25,060 One very useful feature for organizing the node tree, is the Reroute, which we can create 19 00:01:25,060 --> 00:01:28,229 by Shift+right clicking and dragging across a node link. 20 00:01:28,229 --> 00:01:31,229 This allows us to shape the path of our node links. 21 00:01:31,229 --> 00:01:35,450 If we do this while dragging across several links that are connected to the same socket, 22 00:01:35,450 --> 00:01:39,850 it will group them, allowing us to have fewer links crossing all over our node tree. 23 00:01:39,850 --> 00:01:44,950 A good tip when organizing the node links, is to avoid almost parallel links crossing 24 00:01:44,950 --> 00:01:46,259 over each other. 25 00:01:46,259 --> 00:01:49,329 This makes it very hard to see which link goes to where. 26 00:01:49,329 --> 00:01:53,880 Here we could avoid this crossing altogether, but when a crossing is inevitable, it's preferable 27 00:01:53,880 --> 00:01:58,459 to have links crossing at more perpendicular angles, which makes the crossing more obvious, 28 00:01:58,459 --> 00:02:01,340 and therefore easier to follow. 29 00:02:01,340 --> 00:02:05,349 Also avoid links that cross over a socket, as it can make it seem like its connected 30 00:02:05,349 --> 00:02:07,840 to the socket, when it's not. 31 00:02:07,840 --> 00:02:14,220 Generally, I would just avoid having connections crossing over nodes altogether. 32 00:02:14,220 --> 00:02:18,800 Another thing that is hard to read, is having a link connected to a socket at a very vertical 33 00:02:18,800 --> 00:02:19,800 angle. 34 00:02:19,800 --> 00:02:23,590 This can make it hard to see which socket the link is connected to, so it can be worth 35 00:02:23,590 --> 00:02:28,220 adding some Reroutes, just to make it more readable. 36 00:02:28,220 --> 00:02:32,060 These tips are not really critical for the end result of your shaders, but they can make 37 00:02:32,060 --> 00:02:35,500 your life much easier when working with large and complex node trees. 38 00:02:35,500 --> 00:02:41,610 The extra effort will pay off by making your work much faster down the line. 39 00:02:41,610 --> 00:02:44,260 Frames are another useful organizational tool. 40 00:02:44,260 --> 00:02:49,110 We can frame the selected nodes by pressing Ctrl+J. This allows use to have a visual indication 41 00:02:49,110 --> 00:02:52,930 of which nodes are related to a specific part of the shader. 42 00:02:52,930 --> 00:02:57,230 Dragging nodes within the Frame automatically makes it readjust its size, and dragging the 43 00:02:57,230 --> 00:03:01,050 Frame itself also drags all the nodes inside. 44 00:03:01,050 --> 00:03:06,560 We can always add nodes to a Frame simply by dragging them in, and we can remove them 45 00:03:06,560 --> 00:03:11,210 from a Frame with Alt+P, just like unparenting objects. 46 00:03:11,210 --> 00:03:16,600 We can also rename a Frame with F2, and in fact, we can use F2 to rename any node. 47 00:03:16,600 --> 00:03:23,750 And in the Frame properties, we can enable color, to add custom color coding. 48 00:03:23,750 --> 00:03:29,150 Finally, we can group nodes, with Ctrl+G. 49 00:03:29,150 --> 00:03:32,130 This puts them in a sort of sub-tree. 50 00:03:32,130 --> 00:03:36,900 We can connect any socket inside the group to the group inputs or outputs. 51 00:03:36,900 --> 00:03:41,320 And we can name them in the properties panel. 52 00:03:41,320 --> 00:03:49,720 When we exit the sub-tree, by pressing tab, we see that in the main tree, it is represented 53 00:03:49,720 --> 00:03:54,420 as a single node, and all the inputs and outputs that we connected are available as sockets. 54 00:03:54,420 --> 00:03:59,060 We can also rename the group in the name field. 55 00:03:59,060 --> 00:04:02,860 Groups are very useful when we want to hide a section of the tree into its own module, 56 00:04:02,860 --> 00:04:06,980 but especially when we want to use the same functionality several times. 57 00:04:06,980 --> 00:04:11,340 Conveniently, the node group appears in the add menu, in the group section. 58 00:04:11,340 --> 00:04:15,700 So we can add several instances of the group to our shader. 59 00:04:15,700 --> 00:04:24,289 Note that each instance references the same sub-tree, so if we tab into one of them, and 60 00:04:24,289 --> 00:04:43,909 change something, the change is reflected on all instances of the node group. 61 00:04:43,909 --> 00:04:47,960 But if we want to make a variation of a node group, we can always duplicate the sub-tree 62 00:04:47,960 --> 00:04:52,659 by pressing the data-block counter, just like with other data-blocks in Blender. 63 00:04:52,659 --> 00:05:03,259 This will make that instance of the node group a unique copy. 64 00:05:03,259 --> 00:05:15,059 To demonstrate the importance of the these organization practices, here is roughly what 65 00:05:15,059 --> 00:05:18,330 our node tree should look like by the end of this course. 66 00:05:18,330 --> 00:05:23,550 It has clearly labeled sections, readable node links, and groups for repeated snippets. 67 00:05:23,550 --> 00:05:28,100 Meanwhile, the very same node tree would look like this, if we hadn't taken care of any 68 00:05:28,100 --> 00:05:29,100 of these things. 69 00:05:29,100 --> 00:05:33,979 Basically, it's a mess, and it's much harder to follow, or to find anything in it. 70 00:05:33,979 --> 00:05:38,569 But don't worry if your node tree looks more like this version while you're working. 71 00:05:38,569 --> 00:05:43,150 It's totally normal to get in the flow and start adding things while neglecting the layout. 72 00:05:43,150 --> 00:05:48,210 Nobody can keep a node tree neat at all times, so don't feel bad, just remember to periodically 73 00:05:48,210 --> 00:05:51,529 take some time to reorganize your tree. 74 00:05:51,529 --> 00:05:55,100 Also note that throughout this course, we add more and more things, and they all seem 75 00:05:55,100 --> 00:05:57,900 to magically fall into convenient places. 76 00:05:57,900 --> 00:06:02,279 This is not generally how it goes, and I also don't have any superhuman node organization 77 00:06:02,279 --> 00:06:06,529 skills, that's just because I'm working off of a reference tree that I already prepared 78 00:06:06,529 --> 00:06:08,710 and cleaned up beforehand. 79 00:06:08,710 --> 00:06:12,889 When implementing your own shaders, you don't know all the nodes that you'll add beforehand, 80 00:06:12,889 --> 00:06:16,849 so don't be discouraged if you have to reshuffle your nodes around from time to time, to keep 81 00:06:16,849 --> 00:06:18,110 your tree in good shape. 8762

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