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Blender 3d animation nodes objec attribute
Blender 3d animation nodes objec attribute





  1. #Blender 3d animation nodes objec attribute update
  2. #Blender 3d animation nodes objec attribute software
  3. #Blender 3d animation nodes objec attribute code
  4. #Blender 3d animation nodes objec attribute windows

They all can pretty much do the same stuff, but I just find Houdini easier to read, always. I think Sverchok and Animation nodes are not as simple in their presentation as Houdini because of this. The utility nodes are packed away inside the attributevop, so if you are a beginner it’s still pretty easy to read, instead of seeing several utility nodes flying around. You get trees like "Bevel → normal → subdivide → attributevop → copy to points.

#Blender 3d animation nodes objec attribute code

It’s not like Houdini doesn’t have tons of “Utility operations”, you have your array append, matrix align, quaternion to matrix3 etc, but these are mostly inside nodes like attributeVop or attributewrangle (where you just write code and can get as esoteric as you want).īecause these things are mostly hidden within nodes, I feel it really helps keep a very clean and self evident flow of operations. I’d maybe call it something like “Prime operation” vs “Utility operation” or something like that. “Bevel” pretty much tells you what operation is being carried out, whereas “Matrix Normal”, if one wasn’t inclined to know some math and/or be 3D savvy, I don’t think it really denotes what it is doing. It’s maybe harder to describe but for instance, the difference between “Bevel” and “Matrix Normal”. Houdini’s nodes usually have names that are pretty artist friendly.

blender 3d animation nodes objec attribute

More importantly for legibility I think is just naming. Unless this is relegated to a utility node to expose such parameters at any step, you get things like nodes triple connecting to each other like in your example, which if it happens all the time does simply get messy imo, even though it’s helpful. I would definitely want to have vertex / edge / face information exposed to the user Would it not be possible to replace the modifier stack entirely with nodes and save shoehorning Geometry Nodes into an incumbent system?Īs a procedural artist I’m really excited to see Blender developing some more native tools! I’ll be watching with interest! As a modifier, if you want data to effect two objects the same - though each with their own tree - you’d need to be sending specific data between trees somehow, rather than just connecting a noodle 2 ways. I understand the convenience of being able to apply the geometry node tree to an object like a fancy custom modifier, but there’s no reason that a detached node tree couldn’t point to a specific object (in the same way we can already pull in other objects through the Object Info node). The power of a system like that is being able to have intercommunication, not through attributes, but by direct, visual connection - in keeping with the node user experience. To me, the ultimate form of Everything Nodes would be a Scene graph, under which, geometry/simulation/shader etc nodes are nested, but not separated.

#Blender 3d animation nodes objec attribute software

I work primarily procedurally in Blender and I’ve worked with procedural software outside Blender. The modifier - I’m not sure if you’re absolutely deadset on having it function as a modifier but it’s not something that makes much sense to me. I hope we’ll see more data / list management functionality moving forwards. Things like instancing to verts is an important workflow but you want procedural systems to give you the control to be able to pick which verts. I would definitely want to have vertex / edge / face information exposed to the user.

#Blender 3d animation nodes objec attribute update

If plugged into the front of a group node, changes could be made from outside the group and it would update fine so I guess there’s something about being at a deeper level.

blender 3d animation nodes objec attribute blender 3d animation nodes objec attribute

Group nodes - The viewport does not update to changes while working inside the group unless forced by changing the camera or playing the timeline while working. Apologies if this is something that will come out in the wash, I just wanted to mention it.īoolean node difference operation - I think the sockets are reversed? I would expect the first socket to take the base mesh and the second socket to be the cutter but it was always the mesh going to the second socket that was visible after the operation.

blender 3d animation nodes objec attribute

#Blender 3d animation nodes objec attribute windows

I’m not a developer myself so I can’t speak for optimisation or anything but I did notice that Geometry Nodes was only using a single thread so when I was “rendering” (read: screenshotting) my animation I found it faster to open 20 windows of Blender, each loading a different frame.







Blender 3d animation nodes objec attribute