I have a number of materials: M1, M2, M3, and vertex groups V1, V2, V3 on a mesh and would like to apply the materials proportionally to their corresponding vertex groups. In a previous question I got an answer how to map the vertex group into an attribute that the shader editor can take.
Now, I would like to mix different materials. What I have been doing so far:
- for each material, create a node group which takes the texture mapping and exposes the BSDF output
- create a meta-material, where I would input the node groups and mix them with the mix shader.
Problem:
The node groups created have names like NodeGroup.001
which makes it hard to distinguish different materials from each other. In the meta-material shader, it's possible to rename the group node, but it doesn't change the name of the underlying node group, so if I were to use it elsewhere, I still need to remember what NodeGroup.042
corresponds to:
Note that even though NodeGroup
node was renamed to rock
, it still appears as NodeGroup
in the Add > Group
option.
Questions:
- is there a way to rename the underlying node group, as opposed to its corresponding node in the meta-material?
- isn't there a better workflow for what I'm doing? Ideally I would not have to create node groups at all, I'd rather have a version of Mix Shader that takes the whole materials (which can be easily named) instead.
I saw this question, which only answers the question of naming the node group in the outer group.