• 日本語
  • 3DCoatドキュメント
  • Chapters
    • 3DCoatの紹介
    • 入門
    • インターフェイスとナビゲーション
    • Brushコンポーネント
    • Node System
    • GPU Texturing
    • ワークスペース ルーム
    • ScriptingとCore API
    • 質問と回答
    • Licensing
  • Learn
    • Getting Started
    • Painting
    • Sculpt
    • Modeling
    • Retopology
    • UV
    • Smart Materials
    • Nodes
    • Photogrammetry
    • Render
    • Print
    • Learning
    • トレーニング チュートリアル
  • Blog
    • Creating 3D Character Using 3DCoat
    • DAZ Genesis models into 3DCoat
    • Cavity and Curvature maps
    • Types of normal maps
    • Texture painting pipeline
    • Load new UV layout After Model Changes
    • Import Zbrush Polygroups for UV mapping
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Store
  • Pilgway
  • 日本語 日本語
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • 中文 (台灣) 中文 (台灣)
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Română Română
    • Norsk Bokmål Norsk Bokmål
  • 3DCoatドキュメント
  • Chapters
    • 3DCoatの紹介
    • 入門
    • インターフェイスとナビゲーション
    • Brushコンポーネント
    • Node System
    • GPU Texturing
    • ワークスペース ルーム
    • ScriptingとCore API
    • 質問と回答
    • Licensing
  • Learn
    • Getting Started
    • Painting
    • Sculpt
    • Modeling
    • Retopology
    • UV
    • Smart Materials
    • Nodes
    • Photogrammetry
    • Render
    • Print
    • Learning
    • トレーニング チュートリアル
  • Blog
    • Creating 3D Character Using 3DCoat
    • DAZ Genesis models into 3DCoat
    • Cavity and Curvature maps
    • Types of normal maps
    • Texture painting pipeline
    • Load new UV layout After Model Changes
    • Import Zbrush Polygroups for UV mapping
  • Products
    • 3DCoat
    • 3DCoatTextura
    • 3DCoatPrint
    • PBRLibrary
  • Store
  • Pilgway
  • 日本語 日本語
    • English English
    • Українська Українська
    • Español Español
    • Deutsch Deutsch
    • Français Français
    • Русский Русский
    • 한국어 한국어
    • Polski Polski
    • 中文 (中国) 中文 (中国)
    • Português Português
    • Italiano Italiano
    • Suomi Suomi
    • Svenska Svenska
    • 中文 (台灣) 中文 (台灣)
    • Dansk Dansk
    • Slovenčina Slovenčina
    • Türkçe Türkçe
    • Nederlands Nederlands
    • Magyar Magyar
    • ไทย ไทย
    • हिन्दी हिन्दी
    • Ελληνικά Ελληνικά
    • Tiếng Việt Tiếng Việt
    • Lietuviškai Lietuviškai
    • Latviešu valoda Latviešu valoda
    • Eesti Eesti
    • Čeština Čeština
    • Română Română
    • Norsk Bokmål Norsk Bokmål
Expand All Collapse All
  • 3DCoatの紹介
  • 入門
    • System requirements
    • Why 3DCoat is Unique?
    • 3DCoatの有効化
    • 起動エラー
      • Startup error Mac
    • Color management
    • Upgrading permanent license
    • Linux Setup
      • Linux initial setup per-user installation
      • Linux initial setup for system
      • Tablet setup
      • To GTK3 from GTK2
      • Error libicuuc.so.70
    • フォルダ構造
      • Custom documents folder
    • さまざまな形の「解決」
    • Tablet on Window
    • Import&Export
    • 3DCoatのApplinks
      • Blenderアプリリンク
        • Blender with the Applink in Linux
      • Blender 4.2/3/4/5 applink
      • Max Applink
      • Houdini applink
      • Lightwave uplink
  • Navigation
    • オープニングダイアログ(クイックスタートメニュー)
    • ナビゲーションパネル
    • カメラとナビゲーション
      • Customize Navigation as Blender
    • Viewport Navigation Gizmo
    • Left tool panel
    •  Activity Bar
    • 3DConnexion デバイスを使用したナビゲーション
      • How to compile Spacenavd on non Ubuntu distro
    • Space Bar Menu
    • Stylus doesn’t work in sculpting
    • ホットキー
  • インターフェイスとナビゲーション
    • ファイルメニュー
    • 編集メニュー
      • Calculate Curvature
      • Calculate Occlusion
      • Light Baking Tool
      • 環境設定
    • メニューを見る
    • 対称
    • Textures
    • Calculate
    • レイヤーメニュー
    • フリーズメニュー
    • Hide
    • Bake
    • カーブス 2022
      • 曲線メニュー
      • Curves Properties RMB
      • メッシュレイヤーで塗りつぶす
      • Scale of imported curves
    • ウィンドウ メニュー
      • タブ付き Windows ポップアップ パネル
      • スライダー
    • Scripts
    • Addons
    • Capture
    • ヘルプメニュー
    • カスタマイズ
    • ルームの変更または新規作成
  • Brushコンポーネント
    • Brushトップバー
    • ブラシの一般的な使用
      • ブラシとデカールを作成する
      • 現在のスカルプトからアルファを作成する
      • 3D オブジェクトからBrushを作成する
      • Create brushes based on Curves
      • Load photoshop .abr brushes
    • ストローク
      • 曲線ポップアップメニュー
    • Brushオプション
    • 条件リミッター
    • ストリップパネル
    • ステンシル パネル
    • スマートマテリアル
      • 新しい画像や素材を追加する
      • スマートマテリアルをレイヤーにアタッチする
      • Import Quixel Megascans
    • Brushのプリセットを作成する方法
  • Node System
    • Node Editor
    • Node & Object Inspectors
    • Node Graph
    • NodeGraph Language (NGL)
    • GPU Nodes
      • Color
      • GeometryIn
      • In
      • Layer
      • Material
      • Out
      • Pattern
      • Pattern3D
      • ShaderToy
      • Shape
      • Texture
      • Tilable
      • UV
      • Vector
    • Filters
    • Masks
    • Materials
    • Modifiers
    • Volumes
  • 無料の3DCoatPrint
  • GPU Texturing
    • PBM Channels
    • Per-Pixel Painting
  • ワークスペース ルーム
    • Painting
      • テクスチャPaintingとモード
        • Per-PixelのPainting
        • ディスプレイスメントPainting(マイクロ頂点)
        • PtexPainting
        • 表面Painting(ポリペイント)
      • Paintingルームにインポートする
        • Initial CC subdivision
        • UV Set smoothing
        • Sharp (hard) edge
        • 法線をロックする
        • モデル変更後に新しいUVレイアウトをロードする
        • DAZ Genesis models into 3DCoat
        • ID map
      • Paintingワークスペースのメニュー
        • Edit menu
        • テクスチャメニュー
          • テクスチャBakingツール
        • 隠れる
        • Bake Paintのメニュー
        • カラーピッカー
      • Surface Materials
      • Paintingのトップバー
      • レイヤーパネル
        • ブレンディングパネル
        • Layer and Clipping Masks
      • Painting室ツール
      • 不透明度 - 透明度
      • ワークスペースを調整する
        • 微調整ツールセット
        • Tweak Room からのエクスポート
      • マスク/マテリアル プレビュー パネル
      • Paintingルームからのエクスポート
    • UVワークスペース
      • UVトップバー
      • UV左ツール パネル
      • UVプレビュー パネル
      • UVワークフローの例
      • UVルームへのインポート
      • UVルームからのエクスポート
    • リトポロジー
      • Retopoへのインポート
      • Retopo Mesh メニューと Bake メニュー
        • 仮想ミラーモード
      • Bake menu
        • Treat Poly Groups as Paint Objects
        • Baking guide
      • リトポロジーのストローク ツール
      • トップバー
        • ジオメトリを選択
      • リトポロジー ルームの左ツール パネル
        • 全体的な目的と機能
        • ジオメトリを追加
        • Retopo微調整ツール
        • UVツール
        • リトポロジ ルームのコマンド
      • オートレトポ
        • Autopo guide
      • ポリ グループ
    • スカルプ
      • Sculpt Layer
      • スカルプト ツリー
      • スカルプトBrushのオプション
      • Top Bar
      • Brushエンジン
      • 形状サブメニュー
      • スカルプトの「右クリック」メニュー
      • シェーダー
      • Voxelモード
        • ピュアVoxelスカルプティング
        • 密度と解像度
        • クレイエンジン
        • Voxelツール
        • ボクセルのサーフェス ツール
        • Voxel調整ツール
        • ボリュメトリックPainting
        • Voxelオブジェクト ツール
      • 表面モード
        • サーフェスツール
        • サーフェス カスタム ツール
        • Surface Layer
        • 表面調整ツール
        • 表面Painting
        • マルチレベル解像度
          • Multires tools
          • Multires adjust
          • Multires commands
      • スカルプト カーブ
        • スプライン曲線
        • Splines model creation
      • ベクトル変位
      • サーフェス変換ツール
        • Voxel変換ツール
        • Instancer
        • Move
        • Pose
        • Fit
        • Reproject
        • Surface Array
      • VoxelプリミティブとImportツール
        • Cardboard Box
      • ライブブール値
      • スカルプト ルームのコマンド
      • スカルプト ルームにImport
      • スカルプト ルームからのエクスポート
    • 与える
      • Comparison of different roughness values
      • レンダリング パネル関数
      • ターンテーブル
      • ライティングをフェイクベイクする -non PBR-
    • Factures
      • ワークフロー
    • 最も単純な
    • モデリング
      • Mesh Menu
      • モデリング ルームの左ツール パネル
        • ジオメトリの追加
          • 選択済み
        • 微調整
        • Smart Hybrid
        • UV
          • コマンド
        • メッシュ全体
      • Fluffyによるロフト面の例
      • ポエボイによるブロックアウト
      • Import Zbrush Polygroups for UV mapping
    • Kitbash - クイック 3D モデル作成
      • Create kitbash
      • Left tool panel Kitbash
    • 3DPrint
    • Photogrammetry
      • How to install Reality Capture
      • Reality Capture doesn’t show up ?
    • NURBS ルームへのメッシュ
    • Nodes
      • スカルプト シェーダ ノード ライブラリ
      • Open PBR
  • ScriptingとCore API
    • Core API
    • Python API
    • Extensions and Addons

Node Graph

595 views 0

Written by Volodymyr Makovetskyi
May 14, 2026

1. What is a Node Graph?

A NodeGraph is a single, separate node scheme that you can open and edit in the node editor. As a rule, a node system consists of objects, objects consist of components, and components consist of Behaviors and Node Graphs. Node graphs consist of nodes, and nodes consist of source codes, properties, defines, and the connections between them. Moreover, properties and defines can form connections with nodes of other schemes, and even any other objects 

2. Advanced Work with Nodes and Properties

Working in the Node Editor (`Windows -> Panels -> Node Editor`) has a number of hidden functions that significantly speed up the artist’s work.

2.1. Micro-preview of any property (Ctrl + Hover)

This is one of the most important features for debugging complex materials.

When your graph grows, it can sometimes be difficult to understand exactly what a specific node is doing somewhere in the middle of the chain.

– Press and hold the `Ctrl` key and simply hover the mouse cursor over any pin (input/output) or property of a node in the node editor (by hovering the cursor over an incoming link, you will see the result with the influence of expressions and modifiers).

– 3DCoat will instantly render an isolated preview of exactly this stage of the graph directly on your model in the viewport (or as a pop-up hint).

– *Example:* You have mixed a *Curvature* map with *Fractal Noise*. By holding `Ctrl` over the output of this node, you will see the black and white dirt mask as it currently looks, before applying color or normals.

– To finely tune the output or input data of a connection, hover the mouse over it, hold `Ctrl`, and left-click. You will see the result of this specific connection until you press Esc.

2.2. Preview of the material on the entire model (Without mask)

When you are adjusting smart material parameters (e.g., brick tiling or skin texture), you often need to see the big picture on the entire object to correctly assess the scale.

– In the Node Editor interface (or on the tool panel), there is a global preview button (often indicated by an eye icon or the `Preview Material` mode).

– When pressed, the current node material temporarily covers the entire model completely, ignoring your current mask, layer conditions, or brush area.

– This allows you to perfectly adjust the scale and parameters of the material in the context of the entire object. As soon as you start painting or turn off this button, the material will return to its boundaries (mask).

3. Data Management: GlobalVars and LocalVars

For your node materials not to be just static images, 3DCoat uses a system of Variables. They can be configured in the Object Inspector.

3.1. LocalVars

– These are parameters that belong exclusively to the current material, layer, or node.

– For example: rust color, size of a specific scratch.

– If you copy a material, its local variables will be independent of the original.

– You can make each property visible or invisible in the Object Inspector. To do this, select the desired node and change its visibility state in the Node Inspector.

3.2. GlobalVars and ObjectVars

This is an incredibly powerful tool for large scenes and complex assets that allows a single variable in the Object Inspector to affect different node schemes simultaneously!

– The simplest way to link properties between different node systems is to click the button with the Link icon to the right of the incoming property, then open the node scheme and select the node with which you want to establish a link, and in the Node Inspector or Object Inspector, click the “Establish Link” button located to the right of the property.

– The second way to establish a link between different node schemes is to add the “GlobalVars” or “ObjectVars” behavior to the component in which it is located and enable their display in the node editor. GlobalVars will be visible in all node systems, while ObjectVars will only be visible in node systems located within a common object.

– How it works: You create a `GlobalVar` (for example, a Float type parameter named `DamageLevel`). Then you connect this variable inside 5 different smart materials (paint, metal, rubber, etc.).

– Result: By changing the `DamageLevel` value in only one place (in the global settings), all 5 materials instantly update the level of wear across the entire model. This is the ideal way to synchronize wear, wetness, or dirt across the entire object!

– Since the approach combines not just uniform values, but the output values of some node systems with others, global variables can be not only numbers but also any procedural maps.

—

5. Defines and Dynamic Node Properties

The internal architecture of 3DCoat (NGL language) uses special macros—Defines—which generate the node interface and can drastically change its logic on the fly. For the artist, these defines appear as control elements in the upper part of the *Object Inspector* panel for the selected node.

5.1. What are Defines?

Each node can have a set of basic settings that compile it differently:

– #enum (Dropdown lists): For example, selecting the layer blending mode (`Normal`, `Multiply`, `Screen`, etc.) or selecting the noise type.

– #bool (Checkboxes / Ticks): For example, enabling `Enable Shadows` or `Use Custom Mask`.

– #int (Integer sliders): Used for steps or iterations (e.g., `Iterations` from 1 to 10).

– #sampler (Texture loading): Direct loading of a raster image into the node without the need to create a separate `Texture` node.

5.2. Influence on the number of properties (pins)

The most powerful property of defines is that they are capable of dynamically changing the number of Inputs and Outputs of your node!

> [!TIP]

> **Practical Example:** Imagine you are using a procedural effect node. In the inspector, you see a checkbox (define) `#bool USE_CUSTOM_MASK`.

> As soon as you check this box, 3DCoat instantly recompiles the node on the fly, and a new physical input pin (e.g., `MaskInput`) appears on the node itself in the graph. If the checkbox is unchecked, the pin disappears.

**Why is this important for the artist?**

This allows you to keep node graphs extremely clean. Instead of having a giant universal node with 20 pins (of which you only use 3), you see a compact node with a minimum of inputs. By enabling a specific define in the settings (e.g., enabling support for transparency or normals), you instantly add the necessary pins to the node and connect the required links to them.

5.3. Links between Defines

Defines can also create links with other similar defines, analogous to variable properties:

– By creating a link between several defines, when one define changes, all those linked to it will take the same value.

– For example, if you have many nodes that apply a texture to the model and you want to choose the type of texture projection from one dropdown list, you can simply unify the corresponding define in all relevant nodes.

– Defines can also be unified between different node schemes that have the GlobalVars or LocalVars behavior type.

—

6. Layer Components — Pipeline Change

GPUPPP technology is most vividly demonstrated in the classic Layers panel. Now, layers are containers for node logic.

– Adding effects (Filters and Modifiers): Component icons have appeared in the Layers panel. By clicking them, you can assign a procedural modifier to the entire layer (e.g., node-based Displacement or Color Correction).

– Live Transformation: If previously you couldn’t undo an Adjust filter after applying it, now, by adding a node-based `NGFilter`, you can change the blur radius in the Object Inspector at any stage of work.

– Node Masks: Create layer masks using nodes. Instead of manual erasing, blend a noise node with Ambient Occlusion, and the mask will adapt to the model dynamically. By hovering the cursor over the mask in the layer and holding `Ctrl`, you will get an instant preview of the mask (black and white display on the model).

7. Quick Tips for Professionals

– Mathematics is your helper: The `Multiply` node is the fastest way to make mask edges look more ragged if you multiply it by `Fractal Noise`.

– Drag & Drop textures: Simply holding `Ctrl`, drag the texture from the Stencils, Strips, Masks window directly onto any field for texture selection, and you will automatically get the path to the corresponding file.

– Monitor speed (Profiler): All nodes run on the GPU, but excessive use of dozens of real-time noise generators can slow down the preview on weaker graphics cards. Use Baking to fix complex sections of the graph.

3. Node Anatomy and the Basics of Visual Programming

To create your own materials in the Node Room, you need to understand how nodes work. The node graph (your working canvas) is built from blocks. Information always flows from left to right.

Structural elementRole and significance for the artist
Knots (Pins)Connectors on the left (Input) and right (Output) sides of the node. The left receives data (e.g., mask or material), the right transmits the processed data further. Only one line can be connected to one input, but you can output as many lines as you want from one output.
(Links / Lines)Flexible curved lines along which your paint, mask, or mathematical value “flows” from one node to another.
Default Inputs (Base Values)Fields for manual number entry. If no input link is connected to the Roughness port, you can simply enter a number there (e.g., 0.4). If a link is established in the pin, the entered value will be multiplied by the input value by default, unless otherwise specified in the expression.
Color codingFloat: Black and white data (masks, roughness, relief height). Values from 0 to 1.Vector: A set of coordinates (X, Y, Z, W). Used for scaling or rotating a texture; a vector can have from 2 to 4 scalars.Color: Color in RGBA format (red, green, blue + transparency). Used for entering and transmitting colors, in which case a dialog for selecting a color will open for editing the value.

(Note: A protection system is in place in the program—it will physically not allow you to connect incompatible ports, for example, material directly into vector coordinates. However, values of types Float, Vector, and Color will automatically convert and can form links between each other).

All simple types of input properties, such as
Float, Vector, and Color, have integrated modifiers such as Simple, Levels, Curves, or Gradient, so there is no need to create separate nodes for simple modifications. Simple Modifier is the fastest but provides less control, Curves and Gradient are the slowest but provide the most control, including control of each color channel separately and many key points.

Was this helpful?

Yes  No
Related Articles
  • Cardboard Box
  • GPU Texturing
  • Vector
  • Volumes
  • Modifiers
  • Materials
Previously
Node & Object Inspectors
Up Next
NodeGraph Language (NGL)
AI:
Hi! How can I help you?
Attention: This is a beta version of AI chat. Some answers may be wrong. See full version of AI chat