Note to self


add a custom asset directory

  • edit > preferences > projects

  • select the user project in the project files

  • The select project > library in the lower section of the dialog

  • click the + to add a new path to the assets.

add a filter

  • in the library toolbar click add folder

  • RMB click the new folder and select add filter alternativly with the folder selected LMB click the add filter button in the library toolbar

  • in the bottom ofg the added filter make sure that the project is set to user projects

  • give the filter a name

  • add additional filter values


input parameters

  • To view which node uses a specific input param click the magnifier icon and filter nodes and input params.

  • To use the visible if on input param we use the following syntax:

workflow tips

reconnect inputs

  • if a node output is connected to multiple inputs and we wish to reconnect this, hold shift anf LMB click and move.


  • if use a uniform color and want it to process quicker we can set it to absolute and change it to 16 x 16. Then we append a levels and set that to relative to parent (to be recomputed so that it works correctly if we blaend the material)


  • directional warp

    • The Directional Warp will warp the input content in the direction defined in the parameter.
      The intensity of the effect will be influenced by the intensity input and multiplied by the intensity parameter.
  • histogram scan

    • provides an intuitive way to remap the contrast and brightness of input grayscale images. Can be used to “grow” and “shrink” masks in dynamic ways
  • histogram range

    • Reduce and / or move the range of a grayscale input. Can be used to remap transitions, similar to Contrast Luminosity, but with different controls that might make more sense for some situations. Could be used to control roughness amount.
      if used as roughness set the range to 1 and adjust the position to control the roughness
  • curvature smooth

    • transforms tangent normal map into a smoothh curvature map.
  • normal to height (HQ)

    • attempts to convert a tangent-space Normalmap back into a Heightmap. Useful for when you only have a Normalmap source, yet still want to perform operations combining it with a Heightmap. This will never be able to provide a 100% correct result, as information is lost by the process.
  • ambient occlusion

    • takes a Heightmap as input and generates an Ambient Occlusion map from that. It uses Horizon-Based Ambient Occlusion, an algorithm originally intended for screen-space realtime AO-generation. Very useful for creating procedural AO maps from procedural Heightmaps.