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.
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.
- 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.