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Geometry Nodes Progress and Plans

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Dalai Felinto just posted an update on the Blender Developers blog outlining the progress and outlook of the Geometry Modifiers Nodes project (part of the Everything node project), adding another brick in the procedural wall, and taking another step towards the fabled Blendini.

In this blog post, Dalai explains that the focus of this project will now be shifted to actual uses cases, namely to the ongoing "Sprite Fright" project ongoing in the Blender Studio. The Geometry nodes team will follow a scrum methodology for development, where the team works in two sprints to achieve tangible results.

Sample file prepared to validate the pebbles scattering use case

The nodetree will be contained in a new kind of modifier, allowing interoperability with the modifier stack

The upcoming sprint aims at finishing pebble scattering, the first use case. The ensuing backlog is organized as follows, matching the needs of Sprite Fright:

  • Pebbles scattering – set dressing
  • Flowers and trees scattering – set dressing
  • Tree bark – procedural modeling
  • Moss on tree – procedural modeling
  • Campfire – mantaflow integration
  • Hair spray – dynamic particles
  • Salt – dynamic particles
  • Snails crawling – dynamic particles

There are further plans to revisit features that would have helped in previous open movies, such as a "walking footsteps in snow" setup for Sintel for Sintel.

Finally, the community is invited to participate in the progress of the project, the workboard being public to facilitate that among other things

Read the full post in the link below for more details on everything mentioned in this post from the mouth of the master himself!

About the Author

Mario Hawat

Mario Hawat is a Lebanese 3D artist, writer, and musician currently based in Paris. He is a generalist with a special focus on environments, procedural and generative artworks. Open to freelance work.

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