Output


Output

In: Atomic Nodes

Simple

Description

An Output node is a special type that serves no other function than as a termination point for your graphs, signifying whatever is connected to it can be output as a final result, either to Texture, or for further use inside other graphs or applications.It has only a single input slot that automatically adapts to either Color or Grayscale. It has no parameters, but instead has Attributes that are of great importance for proper labeling and exporting of the Output.

Every Graph must have at least one Output! If no output is defined, the graph can never return an actual result, this problem is signified by a yellow traingle and exclamation mark next to the Graph in the Explorer.


Attributes

  • Identifier:
    The only mandatory, unique Attribute. Can not contains spaces.
    This one is used most often for naming of exported textures, labeling outputs if no Label is set up, and for telling different outputs apart. Don't just leave these at "output_1"!
  • Description:
    Optional Description used in Designer's library and Painter's shelf.
  • Label
    UI Label used for nice labeling in Designer and Painter UI. Can contain spaces. Recommended to set up with a name similar to the Identifier, just with spacebars instead of underscores.
  • User Data
    Additional, optional User Data that can be used for specific filtering operations, Basically a wildcard, custom data field.
  • Group
    Group Attirbute used to group outputs together for Designer's Link Creation Modes. Outputs with an identical (case-sensitive) Gorup Attribute, will be presented as a single connection in Compact Material Mode.

Integration Attributes

Since Outputs are often intended to be the final result for a specific texture channel, there is a system in place to automatically send an output over to the shader used in the 3D View. Outputs that are set up correctly can be refreshed in the 3D View by Right-Clicking an empty area and selecting "View outputs in 3D view".

  • Usage
    • Component
      This determines what channels are actually in the resulting output.
    • Usage
      The most important one of the three: this sets the actual Shader slot this output should be placed into.
    • Color Space
      Sets the colorspace this output should be interpreted in.