? How do we define the borders between these systems?.In addition to these, the Everything Nodes concept would add nodes for many more areas: Otherwise we end up with multiple competing systems which will be hard to maintain for developers and confusing for users.Īdditionally, nodes, assets and properties should work together to provide an integrated, wholistic system that works together as one.Ĭurrently, we use nodes for materials, compositing and textures (deprecated). We should also aim to fully replace the previous systems, such as the old modifiers and particles systems. We should aim to make this system a foundational, integrated one, which will be core to many Blender features and workflows, rather than something tacked on on the side, with limited scope and integration. The object-oriented nature of node systems means that users can use, re-use and share node systems and node groups without having to start from scratch.
Nodes will allow Blender to become fully procedural, meaning that artists will be able to more efficiently build scenes that are orders of magnitude more complex and advanced in a short amount of time, with full non-linear control. The overall aim of the Everything Nodes system is twofold: Both to add tremendous amounts of new low level power and flexibility, and also to add high level simplicity and ease of use. This design document is meant as a counterpoint by instead focusing on the end-user experience and how the various parts fit together. We already have a series of technical design docs here: by Lucke (JacquesLucke) The purpose of this document, is to add more specificity to this area, and to serve as a starting point for further design work. The forthcoming ‘Everything Nodes’ project is bound to have large implications for how we use Blender to do many common tasks.
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