节点牧人¶
节点牧人 (Node Wrangler) 提供了各种工具,可以帮助您快速高效地使用节点。
While many of this add-on's functions work in all supported node editors (Compositor, Shader, Geometry Nodes, and Texture Nodes) some functions only work in specific node editors, and some functions work differently per editor. Functions that only work in specific editors are marked with labels (Compositor, Shader, Geometry Nodes, Texture Nodes). Functions without labels should work for all node editors.
激活¶
打开 Blender 并转到 “偏好设置” 的 “插件” 选项卡。
找到 “节点牧人” 并启用该插件。
用法¶
使用位于节点编辑器侧栏的面板或者按 Shift-W 唤出快捷访问菜单。您也可以在插件设置面板查找快捷方式清单。
描述¶
Lazy Connect¶
参考
- 快捷键:
Alt-鼠标右键-拖动,Shift-Alt-鼠标右键-拖动
Connect two nodes without even clicking the sockets. Just drag the cursor from one node to another while holding Alt-RMB. It will select the nodes nearest the start and end points of the drag for connection, so you don't even have to click on the nodes.
它试图根据接口的名称、类型以及它们是否打开来连接尽可能匹配的接口。
For a more precise connection, you can alternatively use Shift-Alt-RMB. It brings up menus of available inputs and outputs before connection, so you can select the exact sockets to connect. It's especially useful when working with a large node tree since you can make connections without frequently zooming in and out.
Lazy Mix¶
参考
- 快捷键:
Shift-Ctrl-鼠标右键-拖动
Connect the outputs of two nodes into an appropriate "mix" type of node. This is the "lazy" way of selecting nodes and executing the Mix function from Merge with Automatic Type Detection.
合并¶
参考
- 菜单:
Connect outputs of the selected nodes into a "mix" type of node (Mix, Math, Z-Combine, Alpha Over, Mix Shader, Add Shader, Join Geometry).
Note
Merge currently does not support outputs of Integer, String, or Boolean types from Geometry Nodes.
There are automatic and manual ways of merging. The automatic ways let the add-on determine which "mix" node to use based on the types of outputs to merge. The manual ways let you decide and force connections even if the types of outputs and the "mix" node are not compatible.
Note
Generally, the modifier part of the shortcut signifies the type of "mix" node you want to use (Ctrl for automatic detection, Ctrl-Alt for the Mix node, and Shift-Ctrl for the Math node), the non-modifier part signifies the mode of "mix" node you want to set (NumpadPlus for add, NumpadMinus for subtract, NumpadSlash for divide, and NumpadAsterisk for multiply).
通过自动类型检测进行合并¶
The automatic merge functions determine the type of "mix" node to use based on the types of outputs to merge. If it has a Color output, it will use the Mix node. It will use the Math node if both outputs are of Value type. Add Shader, Mix Shader, and Join Geometry nodes will also be used for specific cases.
- 模式
- 相加 Ctrl-=, Ctrl-数字键盘加号+
Merge into Mix or Math nodes, then set blend mode or math operation as Add. If the outputs are Shaders, it will use Add Shader node instead.
- 相乘 Ctrl-8, Ctrl-数字键盘星号*
Merge into Mix or Math nodes, then set blend mode or math operation as Multiply.
- 相减 Ctrl-减号-, Ctrl-数字键盘减号-
Merge into Mix or Math nodes, then set blend mode or math operation as Subtract.
- 相除 Ctrl-斜杠/, Ctrl-数字键盘斜杠/
Merge into Mix or Math nodes, then set blend mode or math operation as Divide.
- 混合 Ctrl-0, Ctrl-数字键盘0
Merge into Mix node, then set blend mode as Mix. If the outputs are Shaders, it will use Mix Shader node instead. If the outputs are Geometry, it will use Join Geometry node.
使用混合节点来合并¶
参考
- 菜单:
Use the Mix nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu. You can quickly set some operations by using corresponding shortcuts.
相加:Ctrl-Alt-=, Ctrl-Alt-=
相减:Ctrl-Alt-减号-, Ctrl-Alt-数字键盘减号-
相乘:Ctrl-Alt-8, Ctrl-Alt-数字键盘星号*
相除:Ctrl-Alt-斜杠/, Ctrl-Alt-数字键盘斜杠/
使用数学运算节点来合并¶
参考
- 菜单:
Use the Math nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu. You can quickly set some operations by using corresponding shortcuts.
相加:Shift-Ctrl-=, Shift-Ctrl-=
相减:Shift-Ctrl-减号-, Shift-Ctrl-数字键盘减号-
相乘:Shift-Ctrl-8, Shift-Ctrl-数字键盘星号*
相除:Shift-Ctrl-斜杠/, Shift-Ctrl-数字键盘斜杠/
大于:Ctrl-逗号,
小于:Ctrl-句号.
使用Z通道合成节点来合并¶
合成器
参考
- 菜单:
- 快捷键:
Ctrl-数字键盘句号.
Use the Z-Combine nodes for merging. If possible, Image and Z-Depth outputs will be linked. If the current node editor is not Compositor, this will execute the Mix function from the automatic merge.
使用Alpha上叠节点来合并¶
合成器
参考
- 菜单:
- 快捷键:
Ctrl-Alt-0
Use the Alpha Over nodes for merging. If the current node editor is not Compositor, this will execute the Mix function from the automatic merge.
批量更改混合模式/数学运算符¶
参考
- 菜单:
Change the blend mode or math operation of the selected Mix and Math nodes at once. You can use Alt-Up or Alt-Down to cycle through previous or next blend modes or math operations. You can also quickly set some operations by using corresponding shortcuts.
相加:Alt-=, Alt-=
相减:Alt-减号-, Alt-数字键盘减号-
相乘:Alt-8, Alt-数字键盘星号*
相除:Alt-斜杠/, Alt-数字键盘斜杠/
大于:Alt-逗号,
小于:Alt-句号.
更改混合系数¶
参考
- 快捷键:
Alt-左箭头, Shift-Alt-左箭头, Alt-右箭头, Shift-Alt-右箭头, Shift-Ctrl-Alt-左箭头, Shift-Ctrl-Alt-0, Shift-Ctrl-Alt-右箭头, Shift-Ctrl-Alt-1
通过快捷键来更改所选混合节点与混合着色器节点的系数值。
系数提高0.1:Alt-右箭头
系数降低0.1:Alt-左箭头
系数提高0.01:Shift-Alt-右箭头
系数降低0.01:Shift-Alt-左箭头
设置系数为0.0:Shift-Ctrl-Alt-左箭头, Shift-Ctrl-Alt-0
设置系数为1.0:Shift-Ctrl-Alt-右箭头, Shift-Ctrl-Alt-1
删除未使用的节点¶
参考
- 菜单:
- 快捷键:
Alt-X
清理节点树。删除所有对最终结果没有贡献的节点。
交换连接¶
参考
- 菜单:
- 快捷键:
Alt-S
When two nodes are selected, this swaps each other's output link. Note that some output connections can be lost if the two nodes have a different number of connected outputs.
With one node selected, if the node has one linked input, it cycles the link through the available input sockets. If the node has two linked inputs, it swaps those two links. If there are more than two inputs linked, it swaps the two inputs with matching types (the Mix node's two Color inputs, for example).
重置背景图¶
合成器
参考
- 菜单:
- 快捷键:
Z
重置背景图的位置和缩放。
添加属性节点¶
着色器
参考
- 菜单:
为所选属性添加一个属性节点。
预览节点输出¶
着色器 几何节点
参考
- 快捷键:
Shift-Ctrl-鼠标左键 用于 着色器,Shift-Alt-鼠标左键 用于 几何节点
Connect an output of the selected node to the final output of the node tree (the Material Output or World Output for Shader, the final Group Output for Geometry Nodes) to preview its output in the viewport. You can cycle through the available outputs by clicking it again while holding the modifier keys.
See also
While in Shader, any output can be connected to the final output, in Geometry Nodes, only Geometry outputs can be connected to the final output. To preview other types of outputs in Geometry Nodes, use its own Viewer Node.
See also
Also check out Connect to Output. It is a similar function but has different behaviors. It also works in all node editors.
框显所选¶
参考
- 菜单:
- 快捷键:
Shift-P
将所选节点插入到一个节点框中。
重新载入图像¶
合成器 着色器 纹理节点
参考
- 菜单:
- 快捷键:
Alt-R
重新载入节点树中使用的所有图像。这样就可以在不使用图像编辑器的情况下重新加载图像。
复制设置¶
参考
- 菜单:
- 快捷键:
Shift-C
将活动节点的设置复制给所有同类型选中节点。
重置节点¶
参考
- 快捷键:
回退键
在保持连接的状态下将所选节点的设置恢复为默认值。
复制标签¶
参考
- 菜单:
- 快捷键:
Shift-V, Shift-C
Copy custom labels to all of the selected nodes. You can copy them from the active node (Shift-V), from the nodes that are linked to the selected ones, or from the names of the sockets that the selected nodes are linked to. Shift-C will bring up a submenu with all available options.
清除标签¶
参考
- 菜单:
- 快捷键:
Alt-L
清除所选节点的自定义标签并将其恢复为默认的名称。
修改标签¶
参考
- 菜单:
- 快捷键:
Shift-Alt-L
批量重命名所选节点的标签。您可以添加文本到开头和结尾,或者替换文本的一部分。
添加纹理配置¶
着色器
参考
- 菜单:
- 快捷键:
Ctrl-T
Add a setup of a texture node, Texture Coordinate, and Mapping nodes to any shader node. If you select a texture node, it will only add the Texture Coordinate and Mapping nodes. For a background shader it will add an Environment Texture node.
添加原理化纹理配置¶
着色器
参考
- 菜单:
- 快捷键:
Shift-Ctrl-T
Add a principled texture setup from the selected texture files. Select a Principled BSDF node, select Add Principled Setup from the quick access menu (or press Shift-Ctrl-T), and select texture files. It automates the process of adding Image Texture nodes, loading images, selecting the appropriate Color Space, and connecting their outputs to the Principled BSDF node.
It detects the type of textures by looking at their file names. You can edit the tags used for this matching process in the add-on preferences.
添加转接点到输出端¶
参考
- 菜单:
- 快捷键:
斜杠/
为所选节点的每个输出端添加转接点。
连接活动项到选中项¶
参考
- 菜单:
- 快捷键:
反斜杠
根据各种规则将活动节点与选定节点连接起来。
- 到全部选中项
Link the active node to all selected nodes. (K) You can force it to replace existing links. (Shift-K)
- 使用节点名称/标签
Link only to the selected nodes that have the same label as the active node. (') You can force it to replace existing links. (Shift-')
- 使用输出端名称
Link only when the name of the outputs matches the name or label of the selected nodes. (;) You can force it to replace existing links. (Shift-;) This is handy for replacing sources at the same time. (For example, connecting outputs from Render Layer to image (multi-layer EXR) in Compositor.)
对齐节点¶
参考
- 菜单:
- 快捷键:
Shift-=
水平或垂直对齐所选节点。效果类似于在某一轴向上缩放节点(S X 0 或 S Y 0),但会等距码放节点。
在框内选择(父级/子级)¶
] -- 选择所有选定节点框内的直接子级节点。
[ -- 选择所选节点所属的直接父级节点框。
脱离输出¶
参考
- 菜单:
- 快捷键:
Shift-Alt-D
断开所选节点的输出,同时保持输入端的连接。
连接到输出端¶
参考
- 菜单:
- 快捷键:
O
Connect the output of the selected node to the final output of the node tree (Composite in Compositor, Material Output or World Output in Shader, the final Group Output in Geometry Nodes, Output in Texture Nodes), or, if the node is inside a group, to the Group Output.
添加图像序列¶
合成器 着色器
参考
- 菜单:
合成器,或 用于 着色器
用于
只需从一系列图像文件中选择一张图像,即可添加图像序列。它会自动检测序列的长度,并适当设置节点。
添加多个图像¶
合成器 着色器
参考
- 菜单:
合成器,或 用于 着色器
用于
选择多个图像并为每个图像添加一个节点。(适用于导入多个渲染通道或渲染图像堆栈。)
See also
请参见旧维基以获取归档的原始文档。
参考
- 类别:
节点
- 描述:
各种工具用以增强和加快基于节点的工作流程。
- 位置:
或查看单个工具的快捷键。
- 文件:
node_wrangler.py
- 作者:
Bartek Skorupa, Greg Hall, Sebastian Koenig, Christian Brinkmann, Florian Meyer
- 许可证:
通用公共许可证
- 注意:
此插件与Blender捆绑在一起。