[Bf-committers] Implicit Surface Nodes
joeedh at gmail.com
Sun Aug 16 07:23:29 CEST 2015
Hi all. I've been working on a pynode proof-of-concept for an
implicit surface node system (basically, node-based metaball
Produced this surface:
It's a little hard to read the network since I've not finished group
nodes yet (which I plan on using to implement higher-level, more
artist-friendly nodes). Basically, all it's doing is calculating a
(crude) metaball cube, using perlin noise to warp the domain space.
The nodes are designed to form extremely simple symbolic expression
trees, the idea being to generate code for a GPU marching cubes
tessellator. These trees are designed to be symbolically
differentiated; you can see a 'Scalar Derivative' node in that
network, it does not use finite differences.
I'll be publishing the code soon (everything is done in python as an
add-on). I still need to work out the details of how these nodes will
be tied to scene objects, and I don't have a working implementation
yet of the fancy marching cubes algorithm (dual grid) you use for
hard-edged objects ( :( ). Anyway, I just thought I'd share.
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