believe it or not, it does reuse many nodes. sim/repeat won't be of much help here, there're no repetitions. I'm testing an addon I've been creating which converts regular Python logic into geometry nodes. this is like ~500 lines of Python code converted into nodes. It's making a procedural full-quad wall with crenellations from an edge. unsurprisingly, most of the nodes are to correctly treat edge cases/self intersections, removing stray edges/faces etc.
This hurts my brain imagining how I would go about recreating something similar.
What I tried to convey is that...
duplicating nodes = more nodes, shorter noodles, fewer reroutes
reusing nodes = fewer nodes, longer noodles, more reroutes
and I try to find a good middle point where it is not confusing mess XD.
agree, the whole advantage of writing this python library is that debugging a code is much easier than a noodle of nodes (especially when doing conditionals, math etc). it also supports factorization into functions. and since it produces ultimately a geometry node group, it's as fast and customizable as if it was made by hands. i'll post the add-on as soon as it's ready if people are interested (free ofc).
:D thanks! i actually already added support for towers and will add other adjacent buildings soon too. the plan is to also have a gatehouse and generative arcs. I'm currently trying to work out the general topology with all the edge cases and then will add decorative elements.
it follows a custom edge which doesn't necessarily lie in a single plane, so it's trivial to add a shrinkwrap or another node to make it follow a terrain. texture input is a good question. uv of this thing might be totally messed up, but a generative material should work ok.
for the battle scene - it does produce a well treated topo, so you could chain another destruct modifier. )
19 replies
That looks like a damn motherboard
You went past making spaghetti and straight into circuit boards.
How much of the render time is just the CPU compiling your shader?
It's almost instanteneous. Most of the nodes are math/vector math and read/store attributes.
I was scrolling without reading titles and for a few seconds I thought this is a cityscape. Lol
I think at this point, you should just make the actual model from nodes.
That's kinda what this is doing : )
You can go 'overboard' or 'over the top', but not 'over the board' :)
YES! readable tree is overrated! jk
I try to reuse same input node as many places as I can but this is too much.
No sim, no closure, big spaghetti. What the heck is this thing doing though?
believe it or not, it does reuse many nodes. sim/repeat won't be of much help here, there're no repetitions. I'm testing an addon I've been creating which converts regular Python logic into geometry nodes. this is like ~500 lines of Python code converted into nodes. It's making a procedural full-quad wall with crenellations from an edge. unsurprisingly, most of the nodes are to correctly treat edge cases/self intersections, removing stray edges/faces etc.
This, is awesome. And very similar to a project I tried to do a while back just way more robust.
This hurts my brain imagining how I would go about recreating something similar.
What I tried to convey is that...
duplicating nodes = more nodes, shorter noodles, fewer reroutes
reusing nodes = fewer nodes, longer noodles, more reroutes
and I try to find a good middle point where it is not confusing mess XD.
agree, the whole advantage of writing this python library is that debugging a code is much easier than a noodle of nodes (especially when doing conditionals, math etc). it also supports factorization into functions. and since it produces ultimately a geometry node group, it's as fast and customizable as if it was made by hands. i'll post the add-on as soon as it's ready if people are interested (free ofc).
Wow. That's really cool. And, one hell of a time-saver for big models.
Does it follow terrain? How does texture input work? How would you handle a big battle scene where a section of wall gets destroyed by a siege engine?
:D thanks! i actually already added support for towers and will add other adjacent buildings soon too. the plan is to also have a gatehouse and generative arcs. I'm currently trying to work out the general topology with all the edge cases and then will add decorative elements.
it follows a custom edge which doesn't necessarily lie in a single plane, so it's trivial to add a shrinkwrap or another node to make it follow a terrain. texture input is a good question. uv of this thing might be totally messed up, but a generative material should work ok.
for the battle scene - it does produce a well treated topo, so you could chain another destruct modifier. )
will be happy to share once it's more mature.
The Unreal Engine is getting rid of Blueprints. How long until Blender will invent its own programming language?
Blender already supports python and for shader nodes it support OSL.
It already has Python
Unreal Engine already has C++. They nevertheless invented a new one.
C++ is too low level