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This node is central to nodeMeister. It allows you to use any of the existing nodeMeister graphs in the graph that you add the node to - provided that the contexts match.
To ease the set-up of scenes, it will automatically use the last nodeMeister graph when a nodeMeister node is added for the first time.
This allows you to select the nodeMeister graph to be used by the node.
Switching to a different graph will change the inputs and outputs of the node, disconnecting them.
Also, depending on the outputs of the graph, new user interface controls will be added to the node panel.
You will need to close/re-open the panel (if the right side of the node editor is collapsed) or select a different node and switch back to make the new controls visible.
This will select no node graph for the node, removing all the inputs, outputs and controls.
This will create a new nodeMeister graph, select it for the node and open it in a node editor.
When creating the new nodeMeister graph, only the Node Graph Contexts of the graph the node is in are available. This is to make sure that the new nodeMeister graph is usable by the node.
The nodeMeister Master Plugin will be added automatically to the scene if required.
This switches the node editor to the nodeMeister graph used by the node. You can use the Open Previous Node Graph… buttons on the Input or Output nodes to return.
The custom controls displayed here depend on the outputs as defined in the currently used nodeMeister graph.
This button is only exposed in the Spot/Mesh/Surface (Displacement node editor) context.
It should be kept off for speed reasons but may be required of a node within the nodeMeister graph is not thread safe. Unfortunately there is no automatic way to detect this.
This control is only exposed in the Mesh/Spot/Surface/RaytraceBold Text (Surfacing) context of the node.
This should be off in general but needs to be turned on if a material within the used nodeMeister graph is, at least partially, transparent.
This shows the about window, including version and registration information.
If a nodeMeister output is a material and it is connected directly into the surface node, the mesh will show up as being plain grey in OpenGL.
This is due to limitations in the LightWave SDK.