PROCEDURAL but as easy and powerful
i would like to see a node editor inside of blender that expose every step and process for objects so that :-
we can iterate either in the viewport and blender builds up the nodes and networks for the user or iterate in the node editor directly . that will help a lot in the big projects and will give a lot of ease for back and forth edits.
A big benefit of node-based approach is the ability to encapsulate node networks into custom nodes that are shareable.
every action is stored in a node. These nodes are then “wired” into networks which define a “recipe” that can be tweaked to refine the outcome then repeated to create similar yet unique results.
a node system lets you make creative decisions deep into production as changes made to Houdini nodes cascade through the network to create a new and unique result. This directability is retained throughout the creative process and can be used to make last minute decisions that would be too costly in a traditional CG pipeline.
Visual effects artists gravitate to nodes system because it is ideal for creating sophisticated particle and dynamic simulations. Effects are typically designed to react to actions taking place in a shot and a procedural solution “automates” these reactions providing studios with more creative control and more rapid turnaround.
6 Comments
I think they are working on that, its called "everything nodes" , to be released in the next years I believe
* @Sam * Actually it's less far away but it's a vast project that will come bits by bits. For example, Particles nodes are currently being worked on and may be merged into master in a matter of months (maybe for 2.82).
* @Sam * that would be great. may be we would like put our hands on that asap
* @Caetano Veyssières * i think object nodes are very important. and should be the start point
* @theghalwash * You already can and it's been there for a while. Just go on Graphicall and pick the Function nodes build. As for the object nodes, they are definitely not as urgent as particles. Procedural modeling has been possible for years with the Animation Nodes add-on (and obviously the modifiers) whereas the particle system has been stuck in time with no solid alternative for almost a decade.
Marking this as done since it basically describes the Geometry Nodes project.