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# NetworkMaterialSplice

The NetworkMaterialSplice node allows you to make changes to an existing NetworkMaterial node in a non-destructive way by connecting or inserting new shading nodes within the shading network. You can also disconnect existing shading nodes within the shading network and rewire the NetworkMaterial node in different ways.

Connection Type | Connection Name | Function
Input | in | The place in the node graph where you want to read in an existing network material node and its corresponding shading network.
append | The shading network you want to append to the existing shading network in the in port.

Control (UI) | Default Value | Function
name | NetworkMaterialSplice | Specifies the name of the node.
action | edit existing location | Determines the node's behavior: • edit existing location - makes modifications to an existing network material. • inherit from existing material location - creates a sub-location that inherits the material from the parent NetworkMaterialSplice location.
When action is: edit existing location
edit > location | N/A | Specifies the location. The location parameter options are available by clicking the dropdown menu. For more information, refer to the Scene Graph Location Widget Type in Common Parameter Widgets.
When action is: inherit from existing material location
inheritsFrom > location | N/A | Specifies the location. The location parameter options are available by clicking the dropdown menu. For more information, refer to the Scene Graph Location Widget Type in Common Parameter Widgets.
inputs > append
action | connect | Allows you to select how the new shading nodes connected to the append input port are to be spliced into the network material: • connect - allows you to connect the new nodes to one of the input connections of a shading node in the original network material. • insert - allows you to insert the new nodes between two shading nodes within the shading network.
When action is: connect
connectToNode | N/A | Specifies which shading node in the original network to connect the nodes to.
connectToPort | N/A | Specifies which port on the shading node we want to connect the new nodes to.
when action is: insert
connectToNode | N/A | Specifies the point in between two consecutive shading nodes in the original material where you want to insert the new shading nodes.
connectToPort | N/A | Specifies which port to connect to.
reconnectToNode | N/A | Specifies the new shading node that you want the original connection to be re-connected to.
reconnectToPort | N/A | Specifies which port to reconnect to.
extraConnections > Add
c > connectFromNode | N/A | Specifies the shading node in the original network that you want to create a new connection from.
c > connectFromPort | out | Specifies which output port on the connectFromNode to connect from.
c > connectToNode | N/A | Specifies the node in the original shading network that you want to add a new connection to.
c > connectToPort | N/A | Specifies which port to connect to.
disconnections >Add
d > node | N/A | Specifies which node you want to disconnect within the shading node.
d > port | N/A | Specifies which port you want to disconnect within the shading node.