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Re:Cycles X by qwertox on Friday April 23, 2021 @01:39PM (#26917163)
I learned Maya on Irix, then purchased a License for Plug In development on Windows around 2004, which was pre-Python support. I really got to knew the DAG very well, as well as rendering custom helper tools in the viewport. It was extremely flexible to extend.

I've also kept an eye on Blender since then, and no other piece of OSS causes me so much joy to see the improvements it makes version after version, specially because they are usually linked to small movies which demonstrate the capabilities.

But the few times I've taken a look at the Python SDK, I've felt a bit turned off. It somehow felt a bit like Cinema4D, where you had this huge API to code against, but never ended up with small modules (DAG nodes) which were pretty much stand-alone utilities which you could then connect to anything Maya had to offer.

I've seen that Blender lately has something which feels a bit similar, but it appears to be limited to shading pipelines (Shader Nodes).

There are no such transform, group, deformer nodes and stuff like that which allows you to manipulate geometry, correct?

I mean, in Maya I'd build a simple data node (in C++) which had an input, and I'd route the xyz of an object to the xzy-input of my data node, and then apply particle physics to that object and hit play, and the data node would then obtain a "data stream" in its xyz-input representing the object's position, as a very trivial example. Even vertices could be "streamed" into such data nodes. How would I do such a thing in Blender (with Python)?

Re:Cycles X by kroltan on Friday April 23, 2021 @02:46PM (#26917808)
In addition to Geometry Nodes [0], and the "Everything Nodes" initiative [1], you might be interested in Sverchok [2] too, which implements this kind of graph-based parametric/procedural modeling technique.

[0]: https://docs.blender.org/manual/en/latest/modeling/geometry_...

[1]: https://wiki.blender.org/wiki/Source/Nodes/EverythingNodes

[2]: http://nortikin.github.io/sverchok/

Re:Cycles X by haldean on Friday April 23, 2021 @01:52PM (#26917304)
There’s Geometry Nodes now which let you write smaller procedurals that you can combine together the way you’re describing: https://docs.blender.org/manual/en/latest/modeling/geometry_...

They’re extremely new (2.92 I think) so the framework is there but there aren’t many nodes yet; 2.93 introduced a whole bunch of new nodes though.

Re:Cycles X by qwertox on Friday April 23, 2021 @02:05PM (#26917428)
Excellent! The fact that there's something as basic as the Boolean Math node [1] kind of shows that this is something evolving into that direction. I will definitely look at it and search for the C-code on GitHub. Thanks.

[1] https://docs.blender.org/manual/en/latest/modeling/geometry_...

Edit: Hmm, it appears to not have a C++ API.

Re:Cycles X by Olumde on Friday April 23, 2021 @10:02PM (#26921578)
This is precisely the point I made in my comment [1]. The lack of a C++ API is a huge let down in every Blender release.

[1] https://news.ycombinator.com/item?id=26921528