Nodes let you to generate textures from procedural patterns within node-based graphics.

On v2025 nodes will only work with sculpted objects. On v2026 work on Sculpted and Painted Objects.
New features found on version 2026+:
- the node system has been updated to prevent links between incompatible properties.
- The material preview renderer has been updated.
- A button for inverting input channels has been added.
- Required maps, such as Ambient Occlusion and Curvature, are now automatically calculated.
- The ability to use input channel correction curves in the node source code has been added.
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.

Node system for painting
The node system for painting is available an v2026 as it is primarily used for creating shaders and procedural textures for Materials.
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.
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