Although I can’t find the original posts anymore, I think it has been stated, that there are plans to ship some Nodegroup presets with Blender in the future (when the Asset Manager is done I guess), so why not start collecting content now? Nodegroups shipped with Blender by default could serve as a way of expanding Cycles / Eevees Material System, making common materials faster to setup and being a reference for beginners getting startet with Nodebased Materials.
Here are some guidelines that I thought could be reasonable to follow - let me know if you have anything to add / critique about this:
- Have a general usage (for example a procedural granite Texture with 20 parameters is nice, but not really of a general usage)
- Not contain Image Textures (or should we exclude low res textures from that rule?)
- Be setup nicely and understandable if possible
- Be easy to use
- Use the right input socket types - a value that must always be between 0 and 1, should use a slider. Also use the
Maxparameters if necessary.
- Generally, I think we should follow the Node Guidelines by the devs. Of course only if it makes sense in the context.
To put it with @smilebags words:
Posts here should contain:
- Blendfile including the Nodetree / -Group
- Compatibility info: Eevee, Cycles, (Compositor?)
- Category (Shader, Texture, Color… could follow the existing Node Categories)
- Type (Nodetree or Nodegroup)
- Short description of what it does
- Screenshot of the Nodegroup outside
- Screenshot of the Nodegroup Inside
- Example Render with material setup