Spyke

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19 replies

lemmy.world

You went past making spaghetti and straight into circuit boards.

How much of the render time is just the CPU compiling your shader?

9
haykreply

It's almost instanteneous. Most of the nodes are math/vector math and read/store attributes.

4
haykreply

That's kinda what this is doing : )

5

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?

5
haykreply
lemmy.ml

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.

6

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.

2
haykreply

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).

2
lemmy.world

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?

2
haykreply

: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.

1
piefed.zip

The Unreal Engine is getting rid of Blueprints. How long until Blender will invent its own programming language?

3
haykreply

Blender already supports python and for shader nodes it support OSL.

2

You reached the end

I might have gone a bit over the board with these nodes | Spyke