Procedural modelling via nodes / History menu
I would love to see a procedural modelling system added to Blender that you might see in Houdini, or at the very least a history menu such as the one seen in Maya.
I know the modifiers are completely procedural but basic things really bug me like not being able to change text after converting it into a mesh; Houdini lets you do this very easily with the use of its node system. This can be very useful for a multitude of reasons. There have been plugins that do this, however, they are currently only supported in 2.79.
We all know how much the community loves procedural textures and shading networks, how about having procedural modelling too? This could also allow for more complex particle and FX simulations, allowing for values to be procedurally controlled by one another, allowing for large dynamic simulations combining the many types of simulation all procedurally.
This could be implemented with a new UI panel such as the existing node panels for shading, material editing, and compositing. There will then be nodes for creating a box or sphere, nodes for extruding or beveling, and even nodes for UV unwrapping. Each node can then be edited in the object context or object data context property menus. This can allow for some procedural modelling that can only be done in Houdini or through the use of scripting, allowing artists who do not know how to script to create procedural things too.
However, this procedural system should not overwrite the existing Blender workflow and should be a feature on top of the existing Blender architecture so everyone can be happy.
Or, at the very least, a history system such as Maya's should be created, so that if I want to go back and edit text that has already been converted into a mesh and edited, I could by using the history menu.
Cheers, R
1 Comment
Duplicate of this proposal and this one .