# New Weekly Video - Node Material Editor: Using Your Materials

**URL:** <https://forum.babylonjs.com/t/new-weekly-video-node-material-editor-using-your-materials/5648>\
**Category:** Announcements\
**Created:** [September 13, 2019, 10:39pm UTC](https://forum.babylonjs.com/t/new-weekly-video-node-material-editor-using-your-materials/5648 "2019-09-13T22:39:45Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [March 3, 2021, 9:09pm UTC](https://forum.babylonjs.com/t/new-weekly-video-node-material-editor-using-your-materials/5648/8 "2021-03-03T21:09:50Z")

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It’s the same problem than described here:

> [@createProceduralTexture not working with Generated NodeMaterial](https://forum.babylonjs.com/t/createproceduraltexture-not-working-with-generated-nodematerial/18313/2):
>
> setToDefaultProceduralTexture is indeed not what you want as it creates the default blocks for a procedural texture node material that are just added to the existing blocks: it is used by the NME itself to create the starting state when you click on “Reset to default”. Regarding your problem, it seems first that you did not generate the code corresponding to your latest iteration in the NME, some blocks are missing. Also, the “xy” input of the VectorMerger is named “xyIn” internally, so the gen…

Pinging @Deltakosh

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