- Add the missing `Vector Math` node to the Compositor add menu.
- Adjust the position of the `Separate XYZ` node in Geometry Nodes.
- Adjust the position of the `Vector Math` node in Shader Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/147435
* Move Shader before Displacement
* Organize Shader submenu by mix/add, surface and volume
* Alphabetically order Color submenu
* Move Script into utilities
Pull Request: https://projects.blender.org/blender/blender/pulls/147212
The general idea is to order all menus as:
```
Common categories
(e.g. Input/output)
---
Specific categories
---
Assets
--
Common categories
(e.g. Group/Layout)
```
## Changes:
### Compositor
- Removed Color/Mix submenu
- Moved Vector to Utilities
- New Category: "Creative". This is where most new assets will fit in.
- Moved to Creative:
- Kuwahara
- Pixelate
- Posterize
### Geo Nodes
- Moved 'Vector' to 'Utilities'
- Moved 'Attribute' before 'Geometry'
- Moved 'Material' to 'Geometry'
- Moved 'Color' to top level, grouped with Utilities
### Shader
- Moved 'Vector' to 'Utilities'
- Deleted 'Converter'
- New 'Displacement' menu
- Grouped 'Color' with Utilities (remains top level)
Ref: https://devtalk.blender.org/t/2025-09-05-design-session-node-groups-different-editors/42244
Pull Request: https://projects.blender.org/blender/blender/pulls/146806
This implements the Menu Switch node in shader nodes. It's the same node that is
used in Geometry Nodes and the Compositor.
The Menu Switch node is purely handled during preprocessing and thus builds on
top of #141936. Hence, it's input has to be a single value, just like the
iteration count for repeat zones. This limitation can be lifted in the future,
but currently there is no way to produce a non-single menu value in shader
nodes. This will become possible if other Switch nodes are added though.
Pull Request: https://projects.blender.org/blender/blender/pulls/146896
The Mix node has multiple subtypes for handling different data types. (Float, Color, Vector, etc.)
Since these are commonly used operations, the different subtypes are made easily accessible
under the names "Mix Color" & "Mix Vector". These are mostly present in the various node
editors. (Shader, Geometry, & Compositing)
Notably, for Shader Nodes, however, only the "Mix Color" entry is present in the Add Menu.
This patch adds the missing "Mix Vector" entry under the "Vector" category of the
Shader Editor Add Menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/142886
Implement a native method to swap between different node and zone types.
This implementation repurposes the existing menu definitions as base
classes, from which both an "Add" and a "Swap" version would be generated
from. This allows both menus to have the same layout, but use their own
operators for handling the different node/zone types.
In this PR, support for all node editors has been implemented.
Invoking the menu is currently bound to `Shift + S`, same as the old
implementation in Node Wrangler. Since "Swap" is implemented as a
regular menu, features that menus already have such as type-to-search
and adding to Quick Favorites don't require any extra caveats to
consider.
Resolves#133452
Pull Request: https://projects.blender.org/blender/blender/pulls/143997
It may be worth reconsidering how to organize these menus and add consistency
with geometry nodes. However we should at least avoid putting these as 5 new
top level entries.
Ref #141936
Pull Request: https://projects.blender.org/blender/blender/pulls/146607
On its own, the main functionality of the Radial Tiling node
is the ability to divide a 2D Cartesian coordinate system into
as many radial segments as specified by the "Segments" input.
Each segment has its own affinely transformed coordinate system,
provided through the "Segment Coordinates" output, which can be
used to tile textures in a radially symmetric manner.
Additionally, a unique index is provided for every segment through
the "Segment ID" output, the width of each segment at Y-coordinate
of the "Segment Coordinates" output without normalization = 0 is
provided through the "Segment Width" output and the rotation value
of the affine transformation of the coordinate system of each segment
is provided through the "Segment Rotation" output.
The roundness of the coordinate lines of the "Segment Coordinates"
output can be controlled through the "Roundness" inputs.
This can be used to make the coordinate systems of the segments
a mix of Cartesian and polar coordinates.
Lastly, the lines of points of the "Segment Coordinates" output with
constant Y-coordinates have the shape of polygon with rounded corners,
which can be used to procedurally create rounded polygons.
Pull Request: https://projects.blender.org/blender/blender/pulls/127711
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.
The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.
Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.
There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.
#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
It allows to implement tricks based on a knowledge whether the path
ever cam through a portal or not, and even something more advanced
based on the number of portals.
The main current objective is for strokes shading: stroke shader
uses Ray Portal BSDF to place ray to the center of the stroke and
point it in the direction of the surface it is generated for. This
gives stroke a single color which matches shading of the original
object. For this usecase to work the ray bounced from the original
surface should ignore the strokes, which is now possible by using
Portal Depth input and mixing with the Transparent BSDF. It also
helps to make shading look better when there are multiple stroke
layers.
A solution of using portal depth is chosen over a single flag due
to various factors:
- Last time we've looked into it it was a bit tricky to implement
as a flag due to us running out of bits.
- It feels to be more flexible solution, even though it is a bit
hard to come up with 100% compelling setup for it.
- It needs to be slightly different from the current "Is Foo"
flags, and be more "Is Portal Descendant" or something.
An extra uint16 is added to the state to count the portal depth,
but it is only allocated for scenes that use Ray Portal BSDF.
Portal BSDF still increments Transparent bounce, as it is required
to have some "limiting" factor so that ray does not get infinitely
move to different place of the scene.
Ref #125213
Pull Request: https://projects.blender.org/blender/blender/pulls/143107
This is replaced by geometry nodes, where volumes can now be generated from
point clouds and meshes with more control, and more efficient rendering as a
sparse volume.
No backwareds compatibility is provided, as this would be complicated, and
probably this feature was not used much in the past few years.
This node was supported in Cycles only, not by EEVEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/140292
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
It is generally expected that items within the same section in the Node
Add menu appear in alphabetical order.
However, certain handful of places in the different node editor menus
don't seem to follow this convention. This patch simply re-arranges the
items in some places to follow alphabetical order.
Pull Request: https://projects.blender.org/blender/blender/pulls/140070
Previously, one had to search for the name of an input node (Geometry, Light
Path, etc.) instead of for the actual desired values.
This patch makes it possible to search for the output names of various input
nodes directly. All other outputs of the input node are hidden automatically.
This was partially support for the Scene Time before.
Supported nodes:
* Compositor: Scene Time
* Geometry Nodes: Camera Info, Mouse Position, Scene Time, Viewport Transform
* Shader Nodes: Camera Data, Curves Info, Geometry, Volume Info, Light Path,
Object Info, Particle Info
Right now, the output names are hardcoded in the menu. We don't have a great way
to access those without an actual node instance currently. For that we'll need
to make the node declarations available in Python, which is a good project but
out of scope for this this feature. It also does not seem too bad to have more
explicit control over what's shown in the search.
Pull Request: https://projects.blender.org/blender/blender/pulls/139477
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.
Pull Request: https://projects.blender.org/blender/blender/pulls/136287
Previously, it was possible to search for specific math operations in
link-drag-search but not in the normal add menu. This patch adds support for
searching for specific operations in various math nodes.
A good trick for adding e.g. a vector add node is to search for `vadd`
(similarly with `iadd`).
The menu itself looks unchanged. This patch only adds additional elements to the
search.
Pull Request: https://projects.blender.org/blender/blender/pulls/138534
Add Metallic BSDF Node to the shader editor.
This node can primarily be used to create more realistic looking
metallic materials than the existing Glossy BSDF node.
This commit does not add any new closures to Cycles, it simply exposes
existing closures that were previous hard to access on their own.
- Exposes the F82 fresnel type that is currently used by the
metallic component of the Principled BSDF. Results should match
between the Metallic BSDF and Principled BSDF when using the same
settings.
- Exposes the Physical Conductor fresnel type that was previously
limited to custom OSL scripts. The Conductor fresnel type accepts
IOR and Extinction coefficients to define the appearance of the
material based off real life measurements.
EEVEE only supports the F82 fresnel type with internal code to convert
the the physical conductor inputs in to a colour format for F82,
which can lead to noticeable rendering differences with
some configurations.
Pull Request: https://projects.blender.org/blender/blender/pulls/114958
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].
We compare with the most popular existing implementation, that of OSL,
from the user's point of view:
- This implementation produces C1 continuous noise as opposed to the
non continuous OSL implementation, so it can be used for bump
mapping and is generally smother. This is achieved by windowing the
Gabor kernel using a Hann window.
- The Bandwidth input of OSL was hard-coded to 1 and was replaced with
a frequency input, which OSL hard codes to 2, since frequency is
more natural to control. This is even more true now that that Gabor
kernel is windowed as opposed to truncated, which means increasing
the bandwidth will just turn the Gaussian component of the Gabor
into a Hann window. While decreasing the bandwidth will eliminate
the harmonic from the Gabor kernel, which is the point of Gabor
noise.
- OSL had three discrete modes of operation for orienting the kernel.
Anisotropic, Isotropic, and a hybrid mode. While this implementation
provides a continuous Anisotropy parameter which users are already
familiar with from the Glossy BSDF node.
- This implementation provides not just the Gabor noise value, but
also its phase and intensity components. The Gabor noise value is
basically sin(phase) * intensity, but the phase is arguably more
useful since it does not suffer from the low contrast issues that
Gabor suffers from. While the intensity is useful to hide the
singularities in the phase.
- This implementation converges faster that OSL's relative to the
impulse count, so we fix the impulses count to 8 for simplicitly.
- This implementation does not implement anisotropic filtering.
Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.
References:
[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.
[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.
[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.
Pull Request: https://projects.blender.org/blender/blender/pulls/121820
Extract
- Cycles denoiser enum.
- Extensions user preferences UI.
- Node operator poll message from new node function.
Improve
- Split "(Enabled|Disabled) on startup, overriding the preference."
into two messages.
Disambiguate
- "Add" when describing the action of adding something should use the
Operator context.
- "Dimensions", in noise textures.
- "Transform" as a noun, the matrix transform type of Geometry Nodes,
as opposed to the verb to move things in space.
- "Parent" as a noun or verb (the parent of an object, to parent an
object to another).
Some issues reported by Satoshi Yamasaki, deathblood, and Gabriel Gazzán.
Pull Request: https://projects.blender.org/blender/blender/pulls/122969
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.
This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.
Pull Request: https://projects.blender.org/blender/blender/pulls/114386
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.
Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.
The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.
The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.
The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.
Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.
Pull Request: #111187
Default to displaying nearly all nodes when the engine is not set to
Cycles or Eeeve. And instead hide nodes not supported in Eevee only
when Eevee is selected.
This way external engines can use the same menu, particularly useful
for upcoming support for conversion to MaterialX.
Only the Shader category was incomplete like this, so it can also be
seen as fixing an inconsistency with other categories.