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NodeEditor: Node-based for native objects #23165
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It is too an step to we can be a |
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I'm having trouble adding any nodes - when I type a node then click on the node name nothing happens. |
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Hmm.. I will fix this, you can press enter too |
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Great, seems to be working again now. This is a lot of fun to play with :) Is there a reason why Color doesn't accept inputs? I wanted to try hooking: timer -> sin -> color.r, for example. |
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@looeee Still I need to add |
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I guess we should rename this from |
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@looeee I add |
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Thanks! |
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Quick note: I often stumble on this issue and then spend some time trying to find the url of threejs node-material editor, which isn't really advertised. It is called playground and is available here, hope it is useful to anyone including my future self! |
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The link is back 👋 d3646a4 |
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Thanks, did not know it was there in the first place! |

Introduction
After many attempts to create an API to define a
NodeMaterialfrom editor to some specificMeshI created a system so that any Three.js object could be used asNode/*Editorand thatNodeEditorcould recognize and handle conflicts through the API.This way we can bring all the native elements of Three.js:
Geometry,Camera,Animations, etchttps://raw.githack.com/sunag/three.js/dev-scene-apply/examples/?q=playground#webgl_materials_nodes_playground
Errors viewer
Cable color by Node type
ContextMenu opens on Top or Right
If it detects that it has reached the edge of the screen.
Node creator input / Search
Use this tool to create a new
Nodeor to bring aMeshfromThree.jsScenetoNodeEditorThis contribution is funded by Google via Igalia.