[Bf-cycles] Recycling of a shader in other shader

Мукаев Виктор vitos1g at gmail.com
Mon Dec 19 12:49:45 CET 2011

Hi, Constantin. It's better to group your nodes and add a fake user to that
group, and save as a default(startup) user file
So you would be able to add whole shader with just 1 click

> From: Constantin Rahn <conz at vrchannel.de>
> Subject: [Bf-cycles] Recycling of a shader in other shader
> To: bf-cycles at blender.org
> Message-ID: <4EEF1742.8000600 at vrchannel.de>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> Hi,
> would it make sense to have the possibility to reuse a shader in a
> different shader, to expand an existing one?
> I don't want to request this feature, yet. But I want to know if
> something like this is on the ToDo list?
> Would it be to dangerous, bec. there is the possibility to build an
> infinite loop with it? (Both shaders are referencing to the other one)
> Here is a small draft how it could look as a node. Maybe as an extra
> input node or as an attribute.
> http://www.vrchannel.de/blender/Matinput01.png
> http://www.vrchannel.de/blender/Matinput02.png
> I have the situation in one of my projects, where I have a base material
> and some slightly extended versions of it. Right now I have to copy the
> whole shader in the new extended one. If I want to change the base
> material, than I have to change it in all of the versions, too. It would
> be nice to change only the base material and all extended versions are
> changed to the new values, too.
> What do you think about this?
> (I'm no developer)
> Best regards,
> Conz
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