Lukas Tönne is bringing the node system to the next level, by representing almost everything as nodes. From his previous work, his goal seems to be the improvement of the particle system but this new improvement won’t limit itself to that as it is going to be very useful in the other areas.
From his introduction of the blog, Lukas wrote:
What i am trying to do is to bring up the Blender node system to the next level by adding a few core features. The goal is to have nodes that can not only calculate a few values (like a texture color), but which can actually modify the data in a scene, be it objects, mesh vertices or particles. I will explain the details of these changes in future blog posts. The videos below should give you an idea of how this looks (they are already a little outdated, so expect more interesting stuff in a few days!)
This video was from one of his blog post and it demonstrated a possible use of his node system to generate some waves and another one showing the attracting node for some particles.
I asked him if this could lead to construction history system or something like tree of modifiers and he kindly replied:
I guess the question is not “if” but “how” ;) Basically the get/set system could be used to access a more “protected” type of mesh data like the derived mesh. With each successive “get” you’d access the derived mesh information updated in the previous “set” node execution. Pack these into group nodes and plug them into a “program” sequence and you basically get current modifiers
Thank you very much Lukas!
