Node Wrangler#
Node Wrangler provides various tools that help you to work with nodes quickly and efficiently.
While many of this add-on's functions work in all supported node editors (Compositor, Shader, Geometry Nodes, and Texture Nodes) some functions only work in specific node editors, and some functions work differently per editor. Functions that only work in specific editors are marked with labels (Compositor, Shader, Geometry Nodes, Texture Nodes). Functions without labels should work for all node editors.
激活#
打开Blender并转到“偏好设置”,然后选择“插件”选项卡。
找到 Node Wrangler 并启用该插件。
用法#
使用位于节点编辑器侧栏的面板或者按 Shift-W 唤出快捷访问菜单。您也可以在插件设置面板查询快捷方式清单。
描述#
懒人连接(Lazy Connect)#
参考
- 快捷键:
Alt-鼠标右键-拖动, Shift-Alt-鼠标右键-拖动
Connect two nodes without even clicking the sockets. Just drag the cursor from one node to another while holding Alt-RMB. It will select the nodes nearest the start and end points of the drag for connection, so you don't even have to click on the nodes.
It tries to connect the best-matched sockets possible, based on their names, types, and whether they are open or not.
For a more precise connection, you can alternatively use Shift-Alt-RMB. It brings up menus of available inputs and outputs before connection, so you can select the exact sockets to connect. It's especially useful when working with a large node tree since you can make connections without frequently zooming in and out.
懒人混合(Lazy Mix)#
参考
- 快捷键:
Shift-Ctrl-RMB-拖动
Connect the outputs of two nodes into an appropriate "mix" type of node. This is the "lazy" way of selecting nodes and executing the Mix function from Merge with Automatic Type Detection.
合并#
参考
- 菜单:
Connect outputs of the selected nodes into a "mix" type of node (Mix, Math, Z-Combine, Alpha Over, Mix Shader, Add Shader, Join Geometry).
Note
Merge currently does not support outputs of Integer, String, or Boolean types from Geometry Nodes.
There are automatic and manual ways of merging. The automatic ways let the add-on determine which "mix" node to use based on the types of outputs to merge. The manual ways let you decide and force connections even if the types of outputs and the "mix" node are not compatible.
Note
Generally, the modifier part of the shortcut signifies the type of "mix" node you want to use (Ctrl for automatic detection, Ctrl-Alt for the Mix node, and Shift-Ctrl for the Math node), the non-modifier part signifies the mode of "mix" node you want to set (NumpadPlus for add, NumpadMinus for subtract, NumpadSlash for divide, and NumpadAsterisk for multiply).
与自动类型检测合并#
The automatic merge functions determine the type of "mix" node to use based on the types of outputs to merge. If it has a Color output, it will use the Mix node. It will use the Math node if both outputs are of Value type. Add Shader, Mix Shader, and Join Geometry nodes will also be used for specific cases.
- 模式
- 相加 Ctrl-=, Ctrl-NumpadPlus(数字键盘+)
Merge into Mix or Math nodes, then set blend mode or math operation as Add. If the outputs are Shaders, it will use Add Shader node instead.
- 相乘 Ctrl-8, Ctrl-NumpadAsterisk(数字键盘*)
Merge into Mix or Math nodes, then set blend mode or math operation as Multiply.
- 相减 Ctrl-Minus(减号), Ctrl-NumpadMinus(数字键盘减号)
Merge into Mix or Math nodes, then set blend mode or math operation as Subtract.
- 相除 Ctrl-Slash(斜杠), Ctrl-NumpadSlash(数字键盘斜杠)
Merge into Mix or Math nodes, then set blend mode or math operation as Divide.
- 混合 Ctrl-0, Ctrl-Numpad0(数字键盘0)
Merge into Mix node, then set blend mode as Mix. If the outputs are Shaders, it will use Mix Shader node instead. If the outputs are Geometry, it will use Join Geometry node.
使用混合节点进行合并#
参考
- 菜单:
Use the Mix nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu. You can quickly set some operations by using corresponding shortcuts.
相加: Ctrl-Alt-=, Ctrl-Alt-=
相减: Ctrl-Alt-Minus(减号), Ctrl-Alt-NumpadMinus(数字键盘减号)
相乘:Ctrl-Alt-8, Ctrl-Alt-NumpadAsterisk(数字键盘星号)
相除: Ctrl-Alt-Slash(斜杠), Ctrl-Alt-NumpadSlash(数字键盘斜杠)
使用数学节点进行合并#
参考
- 菜单:
Use the Math nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu. You can quickly set some operations by using corresponding shortcuts.
相加: Shift-Ctrl-=, Shift-Ctrl-=
相减: Shift-Ctrl-Minus(减号), Shift-Ctrl-NumpadMinus(数字键盘减号)
相乘: Shift-Ctrl-8, Shift-Ctrl-NumpadAsterisk(数字键盘星号)
相除: Shift-Ctrl-Slash(斜杠), Shift-Ctrl-NumpadSlash(数字键盘斜杠)
大于: Ctrl-Comma
小于:Ctrl-Period(句号)
使用Z通道合成节点合并#
合成器
参考
- 菜单:
- 快捷键:
Ctrl-小键盘句号
Use the Z-Combine nodes for merging. If possible, Image and Z-Depth outputs will be linked. If the current node editor is not Compositor, this will execute the Mix function from the automatic merge.
使用Alpha上叠节点合并#
合成器
参考
- 菜单:
- 快捷键:
Ctrl-Alt-0
Use the Alpha Over nodes for merging. If the current node editor is not Compositor, this will execute the Mix function from the automatic merge.
批量改变混合模式/数学操作#
参考
- 菜单:
Change the blend mode or math operation of the selected Mix and Math nodes at once. You can use Alt-Up or Alt-Down to cycle through previous or next blend modes or math operations. You can also quickly set some operations by using corresponding shortcuts.
相加: Alt-=, Alt-=
相减: Alt-Minus(减号), Alt-NumpadMinus(数字键盘减号)
相乘: Alt-8, Alt-NumpadAsterisk(数字键盘星号)
相除:Alt-Slash(斜杠), Alt-NumpadSlash(数字键盘斜杠)
大于: Alt-Comma
小于:Alt-Period(句号)
变化混合系数#
参考
- 快捷键:
Alt-Left, Shift-Alt-Left, Alt-Right, Shift-Alt-Right, Shift-Ctrl-Alt-Left, Shift-Ctrl-Alt-0, Shift-Ctrl-Alt-Right, Shift-Ctrl-Alt-1
Change the Factor value of the selected Mix and Mix Shader nodes with shortcuts.
以0.1间距提高系数:Alt-Right
以0.1间距降低系数:Alt-Left
以0.01间距提高系数:Shift-Alt-Right
以0.01间距降低系数:Shift-Alt-Left
设置系数为0.0: Shift-Ctrl-Alt-Left, Shift-Ctrl-Alt-0
设置系数为1.0: Shift-Ctrl-Alt-Right, Shift-Ctrl-Alt-1
删除未使用的节点#
参考
- 菜单:
- 快捷键:
Alt-X
清理节点树。删除所有对最终结果没有贡献的节点。
交换链接(Swap Links)#
参考
- 菜单:
- 快捷键:
Alt-S
When two nodes are selected, this swaps each other's output link. Note that some output connections can be lost if the two nodes have a different number of connected outputs.
With one node selected, if the node has one linked input, it cycles the link through the available input sockets. If the node has two linked inputs, it swaps those two links. If there are more than two inputs linked, it swaps the two inputs with matching types (the Mix node's two Color inputs, for example).
重置背景#
合成器
参考
- 菜单:
- 快捷键:
Z
重置背景图的位置和缩放。
Viewer Focus#
合成器
参考
- 快捷键:
LMB-LMB
Set the viewer's tile center to the mouse position.
This shortcut allows you to rapidly adjust and prioritize what portions of the backdrop get recalculated first. By prioritizing a certain area, you can make adjustments to the composite and see the results faster without having to wait for the whole image to render.
添加属性节点#
着色器
参考
- 菜单:
为所选属性添加一个属性节点。
预览节点输出#
着色器 几何节点
参考
- 快捷键:
Shift-Ctrl-LMB for 着色器, Shift-Alt-LMB for 几何节点
Connect an output of the selected node to the final output of the node tree (the Material Output or World Output for Shader, the final Group Output for Geometry Nodes) to preview its output in the viewport. You can cycle through the available outputs by clicking it again while holding the modifier keys.
See also
While in Shader, any output can be connected to the final output, in Geometry Nodes, only Geometry outputs can be connected to the final output. To preview other types of outputs in Geometry Nodes, use its own Viewer Node.
See also
Also check out Connect to Output. It is a similar function but has different behaviors. It also works in all node editors.
框显所选#
参考
- 菜单:
- 快捷键:
Shift-P
将所选节点插入到一个节点框中。
重载图像(Reload Images)#
合成器 着色器 纹理节点
参考
- 菜单:
- 快捷键:
Alt-R
Reload all of the images used in the node tree. This lets you reload the images without using the Image Editor.
复制设置#
参考
- 菜单:
- 快捷键:
Shift-C
将活动节点的设置复制到所有选中的同类型节点。
重置节点#
参考
- 快捷键:
回退键
Revert the settings of the selected nodes to default while maintaining connections.
复制标签(Copy Label)#
参考
- 菜单:
- 快捷键:
Shift-V, Shift-C
Copy custom labels to all of the selected nodes. You can copy them from the active node (Shift-V), from the nodes that are linked to the selected ones, or from the names of the sockets that the selected nodes are linked to. Shift-C will bring up a submenu with all available options.
清除标签(Clear Label)#
参考
- 菜单:
- 快捷键:
Alt-L
Clear the custom labels of selected nodes and revert them back to their default node names.
修改标签(Modify Labels)#
参考
- 菜单:
- 快捷键:
Shift-Alt-L
Batch rename the custom labels of selected nodes. You can add text to the beginning and the end and replace parts of the text.
添加纹理配置(Add Texture Setup)#
着色器
参考
- 菜单:
- 快捷键:
Ctrl-T
Add a setup of a texture node, Texture Coordinate, and Mapping nodes to any shader node. If you select a texture node, it will only add the Texture Coordinate and Mapping nodes. For a background shader it will add an Environment Texture node.
添加原理化纹理配置(Add Principled Texture Setup)#
着色器
参考
- 菜单:
- 快捷键:
Shift-Ctrl-T
Add a principled texture setup from the selected texture files. Select a Principled BSDF node, select Add Principled Setup from the quick access menu (or press Shift-Ctrl-T), and select texture files. It automates the process of adding Image Texture nodes, loading images, selecting the appropriate Color Space, and connecting their outputs to the Principled BSDF node.
It detects the type of textures by looking at their file names. You can edit the tags used for this matching process in the add-on preferences.
在输出端添加转接点#
参考
- 菜单:
- 快捷键:
斜杠
为所选节点的每个输出端添加转接点。
关联活动项到选中项(Link Active to Selected)#
参考
- 菜单:
- 快捷键:
反斜杠
根据各种规则将活动节点与选定节点连接起来。
- To All Selected (到所有选中项)
Link the active node to all selected nodes. (K) You can force it to replace existing links. (Shift-K)
- Use Node Name/Label (使用节点名称/标签)
Link only to the selected nodes that have the same label as the active node. (') You can force it to replace existing links. (Shift-')
- Use Outputs Names (使用输出名称)
Link only when the name of the outputs matches the name or label of the selected nodes. (;) You can force it to replace existing links. (Shift-;) This is handy for replacing sources at the same time. (For example, connecting outputs from Render Layer to image (multi-layer EXR) in Compositor.)
对齐节点(Align Nodes)#
参考
- 菜单:
- 快捷键:
Shift-=
Align the selected nodes horizontally or vertically. The effect is similar to scaling nodes on an axis (S X 0 or S Y 0), but it places the nodes at an even distance.
框架内选择(父母/子女)#
] -- 选择所有选定框节点中的直接子级节点。
[ -- Select the direct parent frame node of the selected nodes.
脱离输出(Detach Outputs)#
参考
- 菜单:
- 快捷键:
Shift-Alt-D
Detach the selected node's outputs while leaving linked inputs intact.
连接到组输出(Connect to Output)#
参考
- 菜单:
- 快捷键:
O
Connect the output of the selected node to the final output of the node tree (Composite in Compositor, Material Output or World Output in Shader, the final Group Output in Geometry Nodes, Output in Texture Nodes), or, if the node is inside a group, to the Group Output.
添加图像序列(Add Image Sequence)#
合成器 着色器
参考
- 菜单:
合成器, 或 位于 着色器
位于
Add an Image Sequence by only selecting one image from a sequence of image files. It will automatically detect the length of the sequence and set the node appropriately.
添加多个图像(Add Multiple Images)#
合成器 着色器
参考
- 菜单:
合成器, 或 位于 着色器
位于
Select multiple images and add a node for each image. (Useful for importing multiple render passes or renders for image stacking.)
See also
请参见 旧维基 以获取归档的原始文档。
参考
- 类别:
节点
- 描述:
各种工具来增强和加快基于节点的工作流程。
- 位置:
或查看单个工具的快捷键。
- 文件:
node_wrangler.py
- 作者:
Bartek Skorupa, Greg Hall, Sebastian Koenig, Christian Brinkmann, Florian Meyer
- 许可证:
通用公共许可证
- 注意:
此插件与Blender捆绑在一起。