WEBVTT

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The shading editor is a node editor specifically used for editing shader nodes.

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This may seem intimidating at first, but nodes are very powerful tools that allow for flexible customization.

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Keep in mind that many of the basic functions of how to navigate the shader editor will

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also apply to the compositor, Blender's other node editor.

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So first things first, navigating in the node editors is very similar to navigation

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in the viewport. Middle click drag to pan your view and scroll to zoom in and out.

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Moving your nodes is simple as you can simply left click drag a node over.

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However, you can also use the G, R, and S hotkeys to grab, rotate, and scale your nodes respectively.

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Now that we got that out of the way, let's explain how nodes work.

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There is typically a starting node, or several starting nodes, that then combine using other nodes

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until they all converge into a single ending point, which is the output.

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As you can see here, the default material already has a shader node and an output node.

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In this case, the shader node is a starting point and the output node is our ending point.

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It should be noted that it is possible to have more than one output node,

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but only one output can be displayed at a time.

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This depends on which one was last selected, which will highlight the top of the node red.

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So, let's pretend we want to add an image texture to our shader,

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but maybe we also want to add a gradient to that texture at the same time.

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Simply navigate to the image file you want to use in the file browser panel.

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Left click drag your texture file into the node editor.

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This will create an image texture node for you.

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You can then left click drag the color output of this node into the base color input of our shader.

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You might notice that the yellow circular connection receivers are the same color as each other,

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telling you that they are indeed the same data type.

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Another way to quickly connect two nodes is to select them both, go to the node menu,

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and select make links.

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This forms a connection of matching type between the two nodes,

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prioritizing the uppermost connection slots.

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For hotkey users, simply press F, as in fill, to do the same thing.

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Now, this looks great, but I did say I wanted to add a gradient to this texture.

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So, let's go ahead and go into the add menu above the shader editor,

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and go to textures, gradient texture.

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For hotkey users, simply press shift A to access the add menu at any time.

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After you select a node from the add menu, you can right click to cancel the add,

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or left click to confirm its placement.

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Let's put it to the side underneath our other texture we want to mix it with.

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Now that we have our gradient texture, we can test what it looks like by simply

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plugging it into our shader base color node.

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One way to do this is to move the outgoing connection from our image texture

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to stem from our gradient texture node instead.

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If you ever want to do this, simply control left click drag the connection.

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This will allow you to pick up the outgoing connection and connect it to a different output source.

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Quick note, holding control is not necessary for picking up existing incoming connections.

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Let's go ahead and connect this now to our gradient texture output.

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As we can see, it is indeed a black and white gradient texture.

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Cool! Now we can reconnect our image texture and figure out how to combine these two textures.

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Because these two outputs are color outputs, we want to manipulate these values with a

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color node of some sort. This is a great way to get hints on what nodes to use in certain situations.

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Let's go back into our add menu and take a look under the color category.

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We see that there is a node called mixRGB.

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Well, we do want to mix our textures in some way, so I think it sounds like something we want.

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Let's add it in. You might notice that before you confirm the node's placement,

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if you hover over an existing connection, it will highlight that connection.

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Placing the node over an existing highlighted connection

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will automatically sandwich it between the two connected nodes.

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Let's do this for our new mixRGB node.

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Now that we have our mix node connected, you'll see that our texture has gone a bit gray.

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That's because the mix node currently is using a default gray color as the secondary input to mix

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our texture with. Let's simply connect our gradient texture node into the bottom half of

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this mix editor to replace the default gray color. As you can see, we're already getting there.

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The gradient texture is now mixing with our image texture.

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Okay, but let's say I want to quickly compare the difference between having the gradient mixed

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and having nothing mixed at all. To do that, Blender allows you to mute nodes.

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Simply select a node and right click for the context menu. Then select toggle node mute.

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You can then select it again to unmute the node. For hockey users, simply press M as in mute to do

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the same thing. As you can see, muting a node allows the connection to bypass the effects of

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the node. The gradient is no longer being shown. Keep in mind that muting a node will choose the

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uppermost input to bypass as the output, ignoring all other inputs. So let's say I toggle between

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my options, gradient or no gradient, and I decide that I prefer it with no gradient at all.

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Well, for that, we might as well delete the mix node. There are a few ways to delete a node.

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Most forms of deletion work here in the same way as they do in the 3D viewport.

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Let's select the mix node and press X or the delete key to delete it. However, as you can see,

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this forces us to manually reconnect the image texture node back to our shader node.

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This is a bit tedious, but luckily there's a way to avoid it. Let's go ahead and hit

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undo until we have our mix node back. Now we can right click our mix node and select

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delete with reconnect. As you can see, the mix node has been deleted but keeps the connection

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intact. For hockey users, you can simply press control X. Another trick you can use is to simply

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alt click drag the node away. This will disconnect the node without disrupting the existing

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connection. Wonderful, now my shader looks exactly the way I want it. Or does it? What if

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I changed my mind and decided that I wanted no image texture at all? How do we completely disconnect

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our image texture from our shader? One way we can do that is to simply click and drag the

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endpoint of the connection off of our shader node and release. This is intuitive but can be very

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tedious. A faster way is to cut the connections with the links cut tool. You can select the links

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cut tool in the quick tools menu on the left. Once you select it, you can use this tool by

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left click dragging over the line of a connection or connections. This will break any intersecting

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connections immediately. For hockey users, simply hold control and right click drag.

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I hope this gives you a good introduction on how to navigate the node editors as well as how to

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manipulate nodes.

