On current development step nodes will only work with sculpted objects.
You can use the node system to create voxel displacement (by example) by utilizing the “Nodes” workspace.
Here are the steps:
- Switch to the “Nodes” workspace.
- Create a new node graph.
- Add a “Voxel Displacement” node to your graph.
- Connect the necessary input nodes, such as texture maps or procedural textures, to define the displacement pattern.
- Adjust the parameters of the “Voxel Displacement” node to control the intensity and direction of the displacement.
- Apply the node graph to your voxel object to see the displacement effect. This process allows you to create complex displacement patterns using a visual node-based approach.

The node system for painting is not directly available as it is primarily used for creating shaders and procedural textures.
Painting in 3DCoat is typically done using the tools and features available in the Paint Room, such as brushes, layers, and smart materials.
If you are looking to create complex textures or effects, you can use the existing painting tools and techniques, but the node system is not used for painting directly.
We plan to post a build with a node system for per-pixel texturing on the forum, but it will be a separate .exe file of the beta version, since this is a very big change and it will need to be tested separately.
Čeština
English
Українська
Español
Deutsch
Français
日本語
Русский
한국어
Polski
中文 (中国)
Português
Italiano
Suomi
Svenska
中文 (台灣)
Dansk
Slovenčina
Türkçe
Nederlands
Magyar
ไทย
हिन्दी
Ελληνικά
Tiếng Việt
Lietuviškai
Latviešu valoda
Eesti
Română
Norsk Bokmål