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Moritz Brückner edited this page Aug 19, 2020 · 21 revisions

Supported Nodes

While the plan is to support all of the nodes, not all of them work yet. Currently Armory implements the following ones.

Cycles material nodes

  • BSDF_PRINCIPLED (Principled BSDF) - not all sockets yet
  • MIX_SHADER (Mix Shader)
  • ADD_SHADER (Add Shader)
  • BSDF_DIFFUSE (Diffuse BSDF)
  • BSDF_GLOSSY (Glossy BSDF)
  • EMISSION - (Emission) - as bloom only
  • BSDF_GLASS (Glass BSDF)
  • BSDF_TRANSLUCENT (Translucent BSDF)
  • BSDF_TRANSPARENT (Transparent BSDF)
  • SUBSURFACE_SCATTERING (Subsurface Scattering)
  • AMBIENT_OCCLUSION (Ambient Occlusion)
  • OUTPUT_MATERIAL (Material Output)
  • ATTRIBUTE (Attribute) - accessing vertex colors, UV maps and 'time'
  • RGB (RGB)
  • MIX_RGB (Mix)
  • COMBRGB (Combine RGB)
  • COMBXYZ (Combine XYZ)
  • SEPRGB (Separate RGB)
  • SEPXYZ (Separate XYZ)
  • VALTORGB - (Color Ramp)
  • BRIGHTCONTRAST (Bright Contrast)
  • TEX_IMAGE (Image Texture)
  • GAMMA (Gamma)
  • HUE_SAT (Hue/Saturation)
  • INVERT (Invert)
  • CAMERA (Camera Data)
  • NEW_GEOMETRY (Geometry)
  • OBJECT_INFO (Object Info)
  • TEX_COORD (Texture Coordinate) - UV socket only
  • NORMAL (Normal)
  • NORMAL_MAP (Normal Map)
  • VECT_MATH (Vector Math)
  • FRESNEL (Fresnel)
  • LAYER_WEIGHT (Layer Weight)
  • VALUE (Value)
  • MATH (Math)
  • RGBTOBW (RGB to BW)
  • TEX_CHECKER (Checker Texture)
  • TEX_NOISE (Noise Texture)
  • TEX_GRADIENT (Gradient Texture)
  • TEX_VORONOI (Voronoi Texture)
  • MAPPING (Mapping) - 'Normal' mapping type is not supported yet
  • PARTICLE_INFO (Particle Info) - GPU particles
  • VERTEX_COLOR (Vertex Color)

Armory material nodes

Armory provides additional nodes in the Armory node category to ease shader creation:

  • Shader Data

    Shader Data node
    Example: Retrieving the position of object instances (ipos) from the vertex shader.

    Usage: This node lets you access shader data from uniforms and shader inputs. You can switch between both types via the Input Type toggle.

    • Input mode
      This mode allows you to use the contents of values passed as inputs to the vertex or fragment shader stage. You can choose the stage via the Input Source dropdown. If Vertex Shader is selected, the variable gets passed through to the fragment shader where it is used.

    • Uniform mode
      This mode allows you to access the contents of uniform values that are provided by Iron in Uniforms.hx. Armory will automatically add the selected uniforms to the generated shader. You can find a list of available uniforms here. A more detailed explanation of this mode can be found here.

    The chosen Variable Type represents the data type of the value and the Variable Name represents either the input name in the shader code or the link name of the uniform.

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