Output nodes
Press Shift+A, or release a dragged wire on empty canvas, to open the node search ("Search nodes…").
In the tables, drag scale N describes drag sensitivity, not a maximum: a 200-pixel drag moves the value across the span from the minimum to N; keep dragging, or double-click and type, to reach the full registered numeric range. A dash in the bounds column means no scalar range is listed; it does not promise that every input type accepts unrestricted values.
Material Output
Wire a shader into Surface for the main material, a volume shader into Volume, or a displacement vector into Displacement. Geometry FX nodes (Fuzz, Flakes, Water Droplets, Bubbles, Foam, Fur, Hair) wire their Shader output directly to Surface — no Mix Shader is needed.
The Displacement socket takes a vector (a Float or Colour output can also be linked), usually from a Displacement or Displace node. Mesh refinement switches on automatically when the branch feeding this socket contains a Wood Texture node or a Displace node whose Method is true; otherwise the displacement is shaded as bump.
Wire an Outline Style or Toon Ink node into Outline, and a Ground Receiver into Ground. If Surface is not connected, the material fails to compile.
A material uses one Material Output. Delete and Ctrl+C / Ctrl+V skip the original Material Output, but another can be added from node search or with Shift+D; if a material contains more than one, only the first one created is used.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Surface | Shader | — | — | — |
| Volume | Shader | — | — | — |
| Displacement | Vector | 0, 0, 0 | — | — |
| Outline | Style | — | — | — |
| Ground | Style | — | — | — |
Outputs
None.