Data Input Nodes Blender
create a data o input nodes o shader editors
Got it! You want a list of data input nodes available in Blender’s Shader Editor, right? These are the
nodes that provide data or values as inputs to drive shader parameters.
Here’s a concise list of common Data Input Nodes in Blender's Shader Editor (Cycles & Eevee):
Common Data Input Nodes in Shader Editor
Node Name Description Use Case Example
Provides various texture coordinate systems Mapping procedural textures or image
Texture
(Generated, UV, Object, Camera, Window, textures based on UV or object
Coordinate
Reflection). coordinates.
UV Map Accesses a specific UV map of the mesh. Applying textures based on UV layout.
Simple scalar value input for any
Value A single floating-point input value.
parameter.
RGB A fixed color input (can be set in node). Static color input for shaders.
Provides a normal vector input (usually from Feeding normals to shaders or bump
Normal
geometry). mapping.
Provides info like position, normal, tangent,
Geometry incoming vector, parametric coordinates, For effects based on geometry features.
pointiness, etc.
Provides object-level info like object index,
Object Info For per-object randomization in shaders.
location, color, random value, etc.
Provides data specific to hair particles like
Hair Info For hair shader adjustments.
intercept, tangent, thickness.
Provides particle age, lifetime, random, location,
Particle Info For particle-based shader effects.
velocity, etc.
Provides info about the light ray, like is camera For creating effects like fresnel, shadows,
Light Path
ray, depth, transparency depth. or transmission based on ray type.
Fetches custom vertex attributes (color, float,
Attribute Use vertex paint or custom data in shader.
vector) stored on mesh.
Additional Useful Input Nodes
Vector (fixed vector value input)
Blackbody (converts temperature to RGB color)
Fresnel (computes fresnel effect value)
Layer Weight (provides facing and fresnel info)
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Separate XYZ / Combine XYZ (split or combine vector components)
If you want, I can also give you:
How to use these nodes in a shader setup with examples.
A Blender node group example showing multiple inputs.
Or help you create a custom data input node group for a shader.
Just let me know!
expand the table make it more useul
Sure! Here's an expanded, detailed table of Data Input Nodes in Blender’s Shader Editor — including
their descriptions, output types, typical use cases, and quick tips to make it more useful for shader
creation.
Node Name Description Outputs Typical Use Cases Tips / Notes
Generated, Use to map Use UV for image
Provides several
Normal, UV, procedural textures or textures; Generated
coordinate systems
Texture Object, Camera, image textures for procedural
used for texture
Coordinate Window, relative to mesh, textures; Reflection
mapping and
Reflection (Vector object, or camera useful for environment
procedural texturing.
outputs) space. mapping.
Outputs UV Required when If multiple UV maps
coordinates from a working with UV- exist, select the proper
UV Map UV (Vector)
specified UV map on mapped textures or one in node
the mesh. decals. properties.
Great for quick
Provides a single float Driving any scalar
tweaking and
value input, can be parameter (e.g.,
Value Value (Float) parameter control.
adjusted manually or roughness, bump
Can be linked to
animated. strength).
drivers.
Provides a static color
Set base colors, Supports alpha
value (RGB or RGBA)
RGB Color (Vector) emission colors, or channel if needed for
that can be changed
tint inputs. transparency.
directly in the node.
Provides normal vector Feeding normal Often connected to
information from inputs, bump Normal or Vector
Normal Normal (Vector)
geometry or other mapping, or inputs of shader
sources. anisotropic shaders. nodes.
Position, Normal,
Outputs various
Tangent, Effects based on
geometric data like Use Pointiness for dirt
Incoming (Vector), surface location,
Geometry position, normal, or edge wear
Pointiness (Float), curvature, or facing
tangent, incoming procedural effects.
Parametric direction.
vector, pointiness, etc.
(Vector)
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Node Name Description Outputs Typical Use Cases Tips / Notes
Provides object-
Location (Vector), Creating per-object Random output is
specific data such as
Color (Color), variation, great for instanced
Object Info location, random
Object Index (Int), randomization in objects to vary
value, color, and object
Random (Float) shader parameters. appearance.
index.
Provides hair particle- Intercept (Float),
Hair shaders requiring Useful only when
specific data such as Tangent (Vector),
Hair Info variation in strand applied to hair particle
intercept, tangent, Length (Float),
properties. systems.
length, and thickness. Thickness (Float)
Age (Float), Particle-based
Provides per-particle Works only on particle
Lifetime (Float), shaders that depend
Particle data like age, lifetime, systems with
Location (Vector), on particle
Info location, velocity, and appropriate data
Velocity (Vector), parameters (e.g.,
random. enabled.
Random (Float) fading over time).
Provides info about the Is Camera Ray, Is Creating effects
light ray currently Shadow Ray, Is conditional on ray Essential for advanced
Light Path shading the surface, Diffuse Ray, Ray type (e.g., fresnel, light-dependent
like ray type, depth, or Depth, etc. shadows, shading effects.
transparency depth. (Boolean, Float) transparency).
Fetches custom vertex Depends on Use vertex paint data Ensure the attribute
color or data attributes attribute type or custom attributes exists on the mesh;
Attribute
by name (float, vector, (Float, Vector, stored on mesh useful for masking or
color). Color) vertices. layering effects.
Converts temperature
in Kelvin to an RGB Simulating light
color value emission color based Useful for realistic
Blackbody Color (Vector)
representing on temperature (e.g., emission shaders.
blackbody radiation fire, star).
color.
Adding reflective edge
Calculates fresnel Combine with Layer
effects or blending
Fresnel effect based on Fac (Float) Weight for more
shaders based on
surface facing angle. control.
viewing angle.
Provides facing and
fresnel outputs based Blending shaders to Can be used for
Layer Facing (Float),
on the angle between create rim highlights stylized or realistic
Weight Fresnel (Float)
surface normal and or fresnel reflections. shading effects.
view direction.
Splits a vector input Isolate individual Useful in manipulating
Separate X (Float), Y (Float),
into three separate vector components texture coordinates or
XYZ Z (Float)
scalar outputs (X, Y, Z). for fine control. normals.
Combines three float Construct vectors Useful when
Combine
inputs into a single Vector (Vector) from individual scalar constructing custom
XYZ
vector output. components. vector data.
Performs
mathematical Vector (Vector), Complex vector Essential for
Vector
operations on vectors Float (for some manipulations for directional and spatial
Math
(Add, Subtract, Dot, ops) procedural shading. calculations.
Cross, Normalize, etc.)
Math Performs Value (Float) Used to manipulate Can drive complex
mathematical scalar data for expressions when
operations on floats procedural effects.
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Node Name Description Outputs Typical Use Cases Tips / Notes
(Add, Multiply, Power, combined with other
Sin, Cos, etc.) input nodes.
Extra Notes:
Geometry node's Pointiness output is powerful for procedural dirt and wear effects by detecting
convex/concave areas.
Object Info’s Random output helps break repetition in scenes with many duplicates.
Light Path is crucial for realistic rendering techniques like fake caustics, shadow catching, or
custom transparency effects.
Attribute node is essential for leveraging vertex colors painted in Blender or custom mesh data.
If you want, I can also prepare:
A visual diagram showing where each node fits in a shader workflow.
Example node setups with these inputs to create specific effects like dirt masks, fresnel-based
reflections, or particle age-based fades.
Would you like me to do that?
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