[Bf-committers] Blender developer meeting notes - 2019.10.14

Gustavo Niemeyer gustavo at niemeyer.net
Tue Oct 15 20:03:03 CEST 2019


Thanks!  I have some good reading to do now. :)

On Tue, Oct 15, 2019 at 6:27 PM Hadrien Brissaud <hadriscus at gmail.com>
wrote:

> Hi Gustavo,
>
> there is an ongoing discussion that you can join :
> https://devtalk.blender.org/t/particle-nodes-ui/
>
> On Tue, 15 Oct 2019 at 18:10, Gustavo Niemeyer <gustavo at niemeyer.net>
> wrote:
>
> > Hi Blender devs,
> >
> > Sorry if this is not the right place to discuss this:
> >
> > On Tue, Oct 15, 2019 at 1:14 AM Dalai Felinto <dfelinto at gmail.com>
> wrote:
> >
> > > Announcements
> > > =============
> > > * Jacques Lucke presents a new design for particle nodes [1].
> > >
> >
> > Is there something I might read about the rationale motivating unrelated
> > data "types" to be unified in a single socket, and the more "procedural"
> > take on the nodes rework?
> >
> > This screenshot is what made me wonder about the design:
> >
> >     https://wiki.blender.org/w/images/e/e9/Particle-nodes-05.jpg
> >
> > From past experiences on such systems, we usually see a slightly more
> > declarative fashion. For example, "Normal" from the surface would plug
> > directly into a "Velocity" socket on "Mesh" or something similar. It
> sounds
> > like this new design is going for power and flexibility.. the nodes are
> > representing code blocks instead of information flow. The price of that
> > will be additional complexity and making the node graph harder to read, I
> > suspect.
> >
> > Anyway.. I appreciate such node systems in general, so I'd love to read
> > something about the background for such choices, if it exists.
> >
> >
> > gustavo @ http://niemeyer.net
> > _______________________________________________
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> >
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-- 

gustavo @ http://niemeyer.net


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