[Bf-committers] Everything Nodes

Thomas Volkmann lists at thomasvolkmann.com
Sat Mar 7 07:50:42 CET 2015

Get a demo of Houdini and Softimage and check them out for a couple of 
days, pick the best of both and improve where you can...easy :) . Also 
FabricEngine Canvas is coming soon:


On 03/07/2015 05:50 AM, Isaac Weaver wrote:
> Not sure if you have heard of Houdini(http://www.sidefx.com/) or not but it
> already does exactly what you described, it combines modeling, constraints,
> modifiers as well as simulation into one unified system, resulting in an
> extremely powerful workflow. It also has something that resembles blenders
> driver system, but is a lot more flexible. Not that I am trying to turn
> blender into Houdini but it might be good a place to start.
> ~ Isaac
> On Fri, Mar 6, 2015 at 5:22 PM, Jacques Lucke <mail at jlucke.com> wrote:
>> Hi,
>> unfortunally I wasn't able to build Blender on my PC for now. (last time
>> it worked was 2 years ago. Since then I tried it multiple times for a
>> few days....). So design comes first, I think I have way to less C
>> knowledge to help coding for such a big project. Maybe later. As you
>> said it will take a long time to get to an usable state.
>> I'm currently thinking about if it is possible to combine modifiers,
>> mesh creation (something like sverchok?), constraints and other
>> animation stuff (not simulation!) in one system.I think that are things
>> that can go hand in hand. My addon is already a bit of a combination of
>> all these things and it works quite fine.
>> Simulation on the other hand is more difficult I guess and I have no
>> idea how to unify e.g. particle nodes with hair stuff.
>> Am 2015-02-28 13:46, schrieb Ton Roosendaal:
>>> Hi Jacques,
>>> A lot of people have seen your work and I heard good things about it.
>> I'd be very interested to work out what you could do on the Blender (C
>> code) side itself for it. Do you propose to design or to code, or both?
>>> As for the design - we have a modifier system to nodify, including
>> generative modifiers. We have constraints to look at, including all the
>> armature rigging options. We have our particle and hair systems to look at.
>> And we have all the other simulation and animation features in Blender...
>> it's too big to solve in a single project, but it's certainly something I'd
>> like to see people explore designs and develop a good vision for.
>>> Might well be a project that takes many years and brings us into the
>> next decade in the end :)
>>> Lukas Toenne is a core dev who already did node-particle tests, and I
>> know he'd love to get focus back on this... but he's doing other things now
>> as well (work on particle hair, sims, alembic). His experience with
>> supporting a high end pipeline for a film will be invaluable for the design
>> later on. For that reason I haven't predicted this project to take off very
>> soon. But could well be starting this summer.
>>> On the other hand, if you would kickstart it with a design proposal (or
>> code prototype), we can definitely check on it!
>>> Laters,
>>> -Ton-
>>> --------------------------------------------------------
>>> Ton Roosendaal - ton at blender.org - www.blender.org [1]Chairman Blender
>> Foundation - Producer Blender Institute
>>> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands
>> Links:
>> ------
>> [1] http://www.blender.org
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list