An empty node that does nothing but allow you to clean up your graph. Would have the same functionality as the reroute node in Unreal's blueprint system.
This should be marked as completed - can be achieved using shift+alt and dragging points that appear. That said, it would be great if this was told to the user somewhere (maybe add a button with hotkey tooltip to the UI to toggle seeing reroute controllers?), I had to look around for a while to find out how to do this, and I haven't seen a tutorial either from users or from Allegorithmic that mentions it yet.
Niels Fechtel commented
This, please! Take inspiration from Nuke's Dot-node! It's a great implementation, several great aspects about it in the comment by Yannick C.
I can't speak about Houdini, but it probably has a similar node.
Please implement this, it's a pain to always re-create these pseudo-dots each time you disconnect and reconnect something!
Another thing which would help, having the ability to create a linked suplicate of a node, so you can place the linked node where you want, but it always linked back to the one "real" instance of the node. Change that node and the others are automatically updated. This would also help in graph readability over a myriad of criss-crossing lines.
(Blender 3D does this with objects, so I presume it's a sort of pointer to in code rather than a copy of).
This is a feature i was asking on the forum, and i guess this is the same idea :
I would need to find a way to replicate the
- Nuke postageStamp node
- Houdini ObjectMerge node
Inside substance designer.
Basically i would like to be able to select any node from a substance graph and create an instance of it.
Which mean that :
- it create a new node that can be plug anywhere in the graph
- this node does not exist in the background it just contain the same info of the node he refer to.
- you can toggle the display relationship, to display the link that connect the instance to his reference.
- you don't have to create a sub-graph / macro to reference the node
The goal of this is to avoid sphaghetti graph and overlapping connections everywhere.
This tend to make graph cleaner to read, without having to split your graph into sub-graph.
C Blackall commented
it has existed since SD5 but if you need a node create a graph and plug an input into an output and export as a graph for you to use
Essentially the same suggestion as this: https://allegorithmic.uservoice.com/forums/257908-substance-designer/suggestions/11127960-split-point-multiple-outputs
Yes! This would make it much easier to work on large graphs, where you generate an intermediate result way over HERE that has to feed several downstream things way over THERE. (Yes, you can split the generator onto a subgraph, but you may not always want to do that, especially during prototyping.)
In effect, the split point needs to behave like a collapsed, no-operation node.
Some of these have also been addressed in the "improvement for dots" request.
Would be nice to be able to drag multiple outputs from a single split point (Alt+Shift+Click)
Like the attached image, but that's just three split points stacked on top of each other, and you have to drag select to move all at once.
You also can't Shift+Drag any paths with a split point into a new input or output. When you change the path Substance forgets your split point and makes one solid line again.
So in the attached example, if I wanted to change that Plasma to a different noise generator I'd have to Shift+Drag three times (one for each path), then split each of the three paths separately and stack each of the points on top of each other to make it look clean.
Yannick C. commented
I wonder if there could be an improvement of those dots (which are very powerfull and usefull with big graphs) like in the foundry's Nuke (my nodal reference) :
- allow us to link a much links as we want to one dot
- allow us to name a dot
- allow us to hide the input of the dot (which appears when clicking on it)
original post :
This has been implemented, although I don't know when!
I miss that from blender. Organising graphs in SD is extremely inconvenient without this. I'm aware of split links feature but this not solve a problem.
Just look how it works in blender, nuke or houdini. With proper reroute node split link feature will not be needed.