The different node editors are used to work with node-based workflows. Each node editor type has its own specific purpose. Therefore, this section only explains how to work with nodes in general. In the list below it shows a list of different types of node trees and where each is documented.
Documentation is in the Render section.
Documentation can be found in the Compositing section.
Texture Nodes are covered in the UV editor docs.
The Header contains various menus, buttons and options, partially based on the current node tree type.
This menu changes your view of the editor.
This menu allows you to select a node or groups of nodes.
This menu allows you to add nodes.
This menu allows you to do things with selected nodes.
- Use Nodes
Tells the render engine to use the node tree when computing the material color or rendering the final image, or not. If not, the tree is ignored. For materials, this is mostly a legacy option, because in the past materials could not be created with node trees.
- Use Pinned
When enabled, the editor will retain the material or texture, even when the user selects a different object. A node tree can then be edited independent of the object selection in the 3D Viewport.
- Parent Node Tree
This button allows you go to parent node tree e.g. leaving a group.
Change options for snapping node positions to achieve a cleaner node tree layout.
Overlays are information that is displayed on top of the nodes and node trees. There is a toggle to show or hide all overlays for the node editor next to the overlay popover.
- Wire Colors
Color node links based on their connected sockets.
Displays Annotations in the preview region.
The Toolbar contains a set of tools that can be used in the node editor.
Nodes are added via the Add menu or using the Shift-A shortcut.