{"id":11654,"date":"2025-03-21T07:29:13","date_gmt":"2025-03-21T07:29:13","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=11654"},"modified":"2026-02-22T16:34:00","modified_gmt":"2026-02-22T16:34:00","slug":"nodes","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/nodes\/","title":{"rendered":"Nodes"},"content":{"rendered":"\n<p>On current development step nodes will only work with sculpted objects. <br \/>By example you can use the node system to create voxel displacement by utilizing the &#8220;Nodes&#8221; workspace.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote has-background is-layout-flow wp-block-quote-is-layout-flow\" style=\"background-color:#f1f1f1\">\n<p>Node source codes are on UserPrefs\/Scripts\/GPUNodes folder<\/p>\n<\/blockquote>\n\n\n\n<p><strong>New features found on version 2026+: <\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>the node system has been updated to prevent links between incompatible properties. <\/li>\n\n\n\n<li>The material preview renderer has been updated. <\/li>\n\n\n\n<li>A button for inverting input channels has been added. <\/li>\n\n\n\n<li>Required maps, such as Ambient Occlusion and Curvature, are now automatically calculated. <\/li>\n\n\n\n<li>The ability to use input channel correction curves in the node source code has been added.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Here are the steps <\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Switch to the &#8220;Nodes&#8221; workspace. <\/li>\n\n\n\n<li>Create a new node graph. <\/li>\n\n\n\n<li>Add a &#8220;Voxel Displacement&#8221; node to your graph. <\/li>\n\n\n\n<li>Connect the necessary input nodes, such as texture maps or procedural textures, to define the displacement pattern. <\/li>\n\n\n\n<li>Adjust the parameters of the &#8220;Voxel Displacement&#8221; node to control the intensity and direction of the displacement. <\/li>\n\n\n\n<li>Apply the node graph to your voxel object to see the displacement effect. <\/li>\n<\/ul>\n\n\n\n<p>This process allows you to create complex displacement patterns using a visual node-based approach.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" width=\"1024\" height=\"549\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7-1024x549.png?wsr\" alt=\"\" class=\"wp-image-11655\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7-1024x549.png 1024w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7-300x161.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7-768x412.png 768w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7-1536x823.png 1536w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2025\/03\/image-7.png 1920w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n<\/div>\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Node system for painting<\/h3>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p>The node system for painting is not directly available as it is primarily used for creating shaders and procedural textures. <\/p>\n\n\n\n<p>Painting in 3DCoat is typically done using the tools and features available in the Paint Room, such as brushes, layers, and smart materials. <\/p>\n\n\n\n<p>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.<\/p>\n\n\n\n<p>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.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2072,"menu_order":14,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-11654","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Nodes - 3DCoat Documentation<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/nodes\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Nodes - 3DCoat Documentation\" \/>\n<meta property=\"og:description\" content=\"On current development step nodes will only work with sculpted objects. 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