Hi all. I've been working on a pynode proof-of-concept for an implicit surface node system (basically, node-based metaball surfaces).
This network: http://www.pasteall.org/pic/91966 Produced this surface: http://www.pasteall.org/pic/91967 It's a little hard to read the network since I've not finished group nodes yet (which I plan on using to implement higher-level, more artist-friendly nodes). Basically, all it's doing is calculating a (crude) metaball cube, using perlin noise to warp the domain space. The nodes are designed to form extremely simple symbolic expression trees, the idea being to generate code for a GPU marching cubes tessellator. These trees are designed to be symbolically differentiated; you can see a 'Scalar Derivative' node in that network, it does not use finite differences. I'll be publishing the code soon (everything is done in python as an add-on). I still need to work out the details of how these nodes will be tied to scene objects, and I don't have a working implementation yet of the fancy marching cubes algorithm (dual grid) you use for hard-edged objects ( :( ). Anyway, I just thought I'd share. Best, Joe _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers