ノードを構成するパーツ

All nodes in Blender are based on a similar construction. This applies to any type of node. These parts include the title, sockets, properties and more.

../../../_images/interface_controls_nodes_parts_overview.png

タイトル

タイトルはノードの名前/タイプを示し、 Label(ラベル) を変更することでオーバーライドできます。タイトルの左側には、ノードを折りたたむために使用できる 折りたたみ トグルがあります。これは、 H を使用して実行することもできます。

../../../_images/interface_controls_nodes_parts_collapsed.png

折りたたんだノードの表示状態。

Preview(プレビュー)

Previews are an overlay that shows a small image above the node displaying the node result. Not all nodes support previews, but the ones that do can be toggled using the / icons in the top right-hand corner of the node next to the title.

Previews can be disabled for the whole node tree by using Previews overlay toggle.

ソケット

Sockets are input and output values for the node. They appear as little colored circles on either side of the node. Unused sockets can be hidden with Ctrl-H.

各ソケットは、処理するデータの種類に対応した色が付けられています。

../../../_images/interface_controls_nodes_parts_sockets.png

Built-in

Shader(シェーダー) (緑)

Used for shaders in Cycles and EEVEE.

Geometry (Sea Green)

Geometry Nodes(ジオメトリノード) で使用されます。

Menu (Dark Grey)

Used for enum style inputs that show a dropdown menu or radio button in the UI.

Bundle (dark turquoise)

Represents a generic bundle of multiple data types. Bundles can contain several values (e.g., geometry, vectors, or colors) grouped together, allowing compact data transfer between nodes.

Closure (light brown)

Used in Shader Nodes and Geometry Nodes for logical or procedural encapsulation. A closure can store and pass groups of node inputs and logic, enabling reusable "callable" node behaviors.

Data(データ)

Boolean (light pink)

trueまたはfalseの値を渡すために使用されます。

Color(カラー) (黄)

Indicates that the socket accepts/produces color information. The colors may or may not have an alpha component depending on the node tree type.

Float (light gray)

Indicates that the socket accepts/produces floating-point numbers.

Integer (ライムグリーン)

整数値(小数成分のない数値)を渡すために使用されます。

String (水色)

テキスト値を渡すために使用されます。

Vector(ベクトル) (濃紺)

Represents vector data such as coordinates and normals. Vectors can have 2, 3, or 4 components:

  • 2D: Shows and uses only X and Y components.

  • 3D: Includes X, Y, and Z components.

  • 4D: Includes X, Y, Z, and W components.

Rotation (pink)

Indicates a rotation/quaternion.

Matrix (dark pink)

Indicates a 4×4 matrix of float values, it is often used to represent a Transformation Matrix.

Data-Blocks

Collection(コレクション) (白)

コレクションデータブロックを渡すために使用されます。

Object(オブジェクト) (オレンジ)

オブジェクトデータブロックを渡すために使用されます。

Material (salmon)

Used to pass a material data-block.

Texture (pink)

Used to pass a texture data-block.

Image(画像) (アプリコット)

画像データブロックを渡すために使用されます。

Socket Shape

Data sockets can have different shapes, indicating the data structure use to transport data. The data structure determines how values are passed and interpreted. More complex structures allow passing multiple values through a single connection.

Auto(自動)

Automatically detects a good structure type based on how the socket is used.

Dynamic (Circle)

Socket can work with multiple types of structures.

Single (Square)

These sockets expects a single value, they are represented by a circular socket shape.

Fields (Diamond)

Represents a value that can vary per element (e.g. per point, edge, or face). You can think of a field as a "value map", similar to how the brightness of pixels in a grayscale image represents varying values across space.

If a single value is connected to a field socket, it is implicitly broadcast all elements receive the same value.

Fields can have the following appearance:

  • Diamond: The socket can accept a field input, or it outputs a field. A constant single value can be connected to these sockets, but then the output will often not vary per element.

  • Diamond with Dot : The socket can be a field, but it is currently a single value. This is helpful because it allows tracking where single values are calculated, instead of a field with many different results. It also means that ソケットの検証 will show the value instead of field input names.

Grid (Four Squares)

Represents a grid data structure, which stores values sampled across a 2D surface or a 3D volume. Grids can represent data such as image pixels, voxel densities, or other sampled values in space. They allow complex operations where values are distributed continuously across space, rather than being attached to individual geometry elements.

入力

The inputs are located on the bottom left side of the node, and provide the data the node needs to perform its function. Each input socket, except for the green shader input, when disconnected, has a default value which can be edited via a color, numeric, or vector interface input. In the screenshot of the node above, the second color option is set by a color interface input.

Some nodes have special sockets that can accept multiple inputs. These sockets will have an ellipsis shape rather than a circle to indicate their special behavior.

出力

出力はノードの右上にあり、ノードツリーのさらに下流のノードが持つ入力へ接続できます。

Conversion(変換)

Some socket types can be converted to others either implicitly or explicitly. Implicit conversion happens automatically without the need of a conversion node. For example, Float sockets and Color sockets can be linked to each other.

Once a socket conversion is made, data may be lost and cannot be retrieved later down the node tree. Implicit socket conversion can sometimes change the data units as well. When plugging a Value input node into an angle socket, it'll default to use radians regardless of the scene's Units(単位). This happens because the Value node has no unit while the angle input does.

有効な変換:

  • Between color and vector -- mapping between color channels and vector components.

  • Between color and float -- the color data is converted to its grayscale equivalent.

  • カラー/float/ベクトルからシェーダへの変換 -- 暗黙的に色に変換され、Emission(放射) ノードを使用した結果が得られます。

  • Between float and integer -- integers simply become floats, floats are truncated.

  • Between float and vector -- when a float becomes a vector the value is used for each component. When a vector becomes a float the average of the components is taken.

  • Between float and boolean -- values greater than 0 are true, true maps to 1, and false maps to 0.

  • Between rotations and matrices.

Explicit conversion requires the use of a conversion node such as the Shader To RGB Node or the RGB to BW(RGBからBWへ)ノード node. The Math(数式)ノード node also contains some functions to convert between degrees and radians.

Properties(プロパティ)

多くのノードには、入力と出力の関係に影響を与える設定があります。ノード設定は、出力の下から入力の上にかけて表示されます。

../../../_images/interface_controls_nodes_parts_controls.png

クロマキーノードでのコントロールの例。