Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
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.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.