Copy value to a new node and link it to this parameter: creates an input connector for this property and connects it to a new node which outputs the current value of this property
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Exposing parameters in MDL graphs
This page explains the process of exposing parameters in MDL graphs so they can be connected to values and textures provided by other nodes in the graph, or by external sources.
Exposed state of node inputs
Exposing node inputs
In most cases, the input connectors of a node's properties can be exposed so their value is set by other nodes in the graph. This is a critical part of any workflow in MDL graphs and should be well understood.
When a node is selected in the Graph view, its properties are displayed in the Properties panel. Most properties are listed with a set of buttons to the right of their label:
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Create an input pin for this parameter: creates an input connector for this property
-
Reset this parameter to its default value: when no value is connected to this property’s input connector, resets its value to its default
Manipulating node inputs
Clicking any of the first two buttons results in a typed input connector being added to the node. The properties of the node react to the connection status of this connector:
- Unconnected: the parameter is still tweakable in the Properties panel and the value input in this panel is applied
- Connected: the parameter is no longer tweakable in the Properties panel, the value input in this panel is replaced by the value received by the input connector, the property cannot be reset to its default value
The input connector can be removed by clicking again on the Create an input pin for this parameter button. At that point, the property value returns to the value set in the Properties panel.
Exposed node parameters
Exposing graph inputs
In MDL graph, exposing a parameter to the graph level – i.e., so it appears as an MDL material input parameter – is done by exposing the node which outputs the value.
Nodes which can be exposed have an Expose option in their contextual menu. In most cases, these are nodes which generate a value or data such as a Float, Color or texture coordinates.
"Expose" option in a node's contextual menu
The exposed parameter is configured directly in the exposed node, not in the graph's properties. Exposed parameters’ properties are the following:
- Identifier: the unique name of this input parameter in the current graph
- Default value: The default value for this parameter. It may also be used as a preview of what the input parameter will look like in Designer. The Display name, In Group and Ranges properties are used for the most accurate preview possible
- Ranges:
- Soft range: Sets the default range of the widget used for displaying this parameter – e.g., a slider. This property exists for interface purposes only and values beyond the soft range can be input manually
- Hard range: Sets the range of accepted values for this parameter. Values below the range are clamped to the minimum value, while values above the range are clamped to the maximum value. The parameter’s default and soft range values are automatically adjusted to fit within this range.
- Description: The description of the parameter
- In group: The parameters group this input parameter belongs to. If not blank, the parameter will be displayed in Designer as part of a collapsible section named after the group
- Display name: The parameter name displayed in the interface
- Hidden: When set to True, the parameter in not visible in the graph inputs and MDL material properties
- Gamma type: The gamma which should be used when sampling values from a texture connected to this parameter
- Visible by default: Sets the visibility of this parameter in MDL integrations in cases where some parameters may be hidden
- Type modifier: Sets whether the value is uniform or varying. When set to auto, the parameter inherits this property from its input (e.g., for a Float value: uniform when connected to a Float, varying when connected to a texture)
- Sampler usage: The identifier of the parameter’s usage, which is used to connect the appropriate textures when multiple outputs are connected to an MDL material at once. For instance, when connecting a Substance graph to an MDL material in the 3D view, textures are connected to the correct inputs based by matching their usage identifiers.
Exposing nodes into graph inputs