Hello,
Disclaimer
I am a total stranger to the blender community, devs and the codebase, just tried to read a lot last few days. I seem to see blender giving in to the urge of embracing CAD software eventually.
I like mechanical engineering, tried few months ago to 3D print from those guys Projet Hévéa, or just fiddle with the Nash-Kuyper sphere in Blender and it sucked .
Wonder
How are the efforts coordinated between those different projects :
- your endeavor in this thread
- Hans Goudey, institute dev AFAIU Procedural Curves in 3.0 and Beyond — Blender Developers Blog
- the student Dilith Jayakody which worked on UX few months ago GSoC Roundup Episode Three: Ahead of the Curve, On the Cutting Edge — Blender Developers Blog
?
The post from Goudey mentions :
Curve support in geometry nodes has also provided an opportunity to significantly improve the internals of the curve code. A large portion of the existing curve code in Blender dated back to the it’s initial open source commit, 19 years ago!
@ChengduLittleA is the code for NURBs that you mention concurrent?
I would love to find an educated read to wrap my head around :
- the current scope for curve & surface modelling in Blender,
- things that are absolutely not desirable / out-of-scope for Blender (some complex Riemann surfaces possibly, the mentioned overly CAD-ish constraint approach?),
- lists of features/QoL that could fall in scope - type of surfaces / operations (Coons patches / holes, more refined control over the NURBS knot vectors…). Saw such nice comprehensive list of user stories for the asset browser
- the math support from the currently available libs in Blender
This is really cool to see people motivated to bring progress to curvatures !