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  • Published 12 Jan 2022

Mesh as a node-base data block

Here are some random ideas of a fully node-based mesh editor in Blender, most ideas are very rough and may not compatible with the current system, as ideas coming out I do realize what I want could be a totally different software, but I'm gonna show them anyway, just for fun :)

Key ideas:

  1. Mesh should be a node-based data block like geometry nodes or shader nodes, no more modifiers, all modifers are replaced by nodes
  2. You can manually edit mesh and attributes at any point in the node graph data flow

#pic1 mesh_nodes_0.png modifier tab, physics tab, material tab are not needed, they should be nodes, texture should be in the texture editor. I keep the object constraint tab, but I think, if it is possible, there should be a object level node system to replace it

#pic2 mesh_nodes_1.png

#pic3 mesh_nodes_2.png

#pic4 mesh_nodes_3.png

#pic5 mesh_nodes_4.png

#pic6 mesh_nodes_5.png Anything else should work like the current geometry nodes

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Development Status: Open

Upvote 7 Downvote 0
zyc17
12 Jan 2022

4 Comments

bestelix

Not sure what to say but I like the part about the Edit Mode node.

2
dino107

edit mode nodes seem nice if its a main node like you need edit mode node to use extrude bevel and scale node with more so in theory there can be a sculpt mode node same for texturing this can open possibilities to many more ideas and features

1
Jeff_S

I like the basic idea of the non-linear (edit anything in the object history) scenario. I like the idea of being able to "animate" things like Torus major and minor radius settings, but... if this ends up anything like the node editor in Maya it will be a messy total failure in my opinion.

Access to total object history up until you want to throw it away (or freeze it) is a good thing. I've seen model construction history handled well in XSI and terribly in Maya. Model edit history (such as cuts, point adding, and polygon extrusions) are best left as an object based "undo list" placed before the procedural (modifiers) to avoid evaluation errors. So if "one" (stressing just one) node held the mesh input settings and the "Edit Mode" activity list that could be undone in reverse order this might not turn bad.

maor1

I really like your ides & sketch's. did you ever worked with Maya? the node system working very similar to what you suggest here, and that what makes it not stable at all. users of Maya collapsing the nodes (delete history) as a second nature. Blender Nodes are much more user friendly, but im afraid of loosing Blender stability. Tell me What you think and Great Job, Again