How do you make two shaders match?
I've gone down through the list, but it is hard because the nodes aren't in the same order. Is there a way to list them alphabetically?
But even worse than that...I'll go to check a node but will find that it doesn't exist in the second shader. If it doesn't exist, then how do you add it? I know that some nodes don't show all the related nodes until you activate them. But I'm not sure that's true of all the nodes.
And the opposite is true for the second shader. Sometimes it has a bunch of nodes that the first shader doesn't have. So how do you remove them? I see if you right click on them, you can hide them. But do you have to turn them off before you hide them. And it's not always easy to know what off is. And if you hide them and decide you want one of them back, how do you until it? You can't say unhide selected, if you can't select it.
Thanks.

Comments
You need to apply the same actual shader that the one you want is using to the one you're changing, look in the top left corber of the surface tab when you have the desired surface selected and it'll tell you. Probably DZ_Default, Uber Surface, AoA Sub-Surface, or Iray Uber. You can find all of them in the Shader Preset library. Uber Surface (for 3DL) is under Omni Freaker. Once you've done that you can select the one you want, in the surface tab right click the material zone name and copy, then select and right click the one you want to change and choose paste.
Oh.. if it's using something other than those 4 I listed it's probably easier to just save the desired one as a shader preset instead.. select the material zone, file/save as/shader preset. Put it somethere in you content/shader presets that you can find it, then apply it to the surface you want to match.
Thanks, Fisty. I got them to match following your instructions.
Yay!
There is also a copy/paste function in the surfaces tab.
That doean't change the shader it's using, JOdel, that only works if the two surfaces use the same shader. (Try pasting a surface using Uber Surface to one using DZ_Default, they'll look similar, if not the same, in the viewport but won't render the same.. specular will be different, velvet will be gone if it was using it, reflection might look different, bump probably will be too low, etc)