GSoC 2021: Porting Popular Modifiers To Geometry Nodes: Weekly Reports

For mac and linux, there are compiled builds with new nodes. Not the case with windows.

It seems to have less builds than I last saw it, but I think we can still find those removed builds in the “All Archived Builds”. Are they removed from the list because they are outdated though?

The dreams come true.

I pushed the Buildbot to make some Test Builds of all the branches, that can be used for testing and to supply feedback.

Any chance of getting a Windows build as well? I only see the Linux build of the branch.

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did you try buildbot?
https://builder.blender.org/admin/#/builders/57

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Week 9

This week
I made two different versions of an Extrude nodes,
and experimented with other modeling related nodes, maybe I will get another one done.

For the first extrude node I have a video (where the node is used inside of the fields prototype). For the second I will post one next week.

I also struggled to get the buildbot building my branches on Windows, which seems harder than I thought. Hopefully I will get them up next week.

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Great! Do you think there will be time to implement extrusion subdivision, twist and negative extrude?
And by the way the extrude node is included in the fields experimental build, so I had a chance to try it on windows!
Works fine so far! Maybe a toggle to limit the inset to prevent self intersection would be useful as well.
Thanks a lot for the great work!

Hello-
wonderful Stuff-I really hope we can see these in Masterr soon :slight_smile:

Are also considering porting the shrinkwrap modifier?
When so, could you make sure that it accepts Curves as Target as well-
It is one big thing thats still missing!

Shrinkwrap modifier won’t be ported as is, because all the functionality to mimic Shrinkwrap modifier is already there → raycast + proximity nodes :wink:

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Woah! With that, is it possible to then do bevel weights/sharp edges by angle on those new edges/geometry, and then add a bevel mod (node) /etc?

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A bundled node group would be welcome though, that was the idea initially right ?

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Yeah, the initial idea is to have core features(proximity, raycast…) of modifiers as separate nodes so user can recreate them, BUT having the control of how they function under the hood in his hands.
A bundled node group is indeed good idea, but should be community effort though.

Not sure I agree here… I understand that for a first iteration, (and for further advanced use) core nodes that can be assembled with high controls are the way to go.

But then, having specific nodes ready to be used (like shrinkwrap) , bundled with blender (not from community alone) Is something really needed for a complete, user friendly toolset. Think about shader nodes atomic shaders: of course you want every single node to create whatever you want, but a principled bsdf was really needed at some point, even if theoretically, you could recreate it combining basic nodes.

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I tend to agree with you. I think that kind of construct should be part of the official asset bundle planned for 3.x. That being said, the shrinkwrap modifier is not going anywhere (at least not right now), so there is no real incentive to replace it immediately.

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Not sure why you see it as a problem to let community to build node groups assets AND have it bundled with Blender then, Blender’s ecosystem is based around community with help from core developers. I don’t think core developers should be the one creating node groups, it’s not necessary to waste their time with an effort that can be accomplished by the community, I have no problem to volunteer to organize such effort :wink:

This is where I see core developers should step in and help us. Current UI/UX of Geometry Nodes modifier properties panel is far from ideal, I mean having to linearly scroll over tenths of exposed parameters is rather challenging, but I understand this is not a priority now.
Shrinkwrap modifier is challenging UI wise too as it consists of four Wrap Methods each having its own set of parameters. To wrap it up I think it’s not that hard to re-create each wrap method as a separate node group, but it’s not possible(now) to have them combined into, as you said, user friendly toolset.

Edit: Actually if you think this deserves further discussion please create a new thread so we’re not hijacking Fabian’s Weekly Reports thread :wink:

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Week 10

Since this is the last week of GSOC I used my time to do a cleanup and polishing pass over all my previous nodes.

I also renamed my previous extrude node to Mesh Inset and uploaded a patch for a real Mesh Extrude node.

[More Videos following tomorrow]

Although Summer of Code is over. I will continue working on getting the previous patches to master and adding additional nodes in the future.

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Congrats! Can’t wait to see it in master! Thanks for the hard work!

Yep, you are right!

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I managed to supply a test build for all platforms on blender.org that contains all of the nodes of my soc project.

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Thank you very much for your efforts. Hope the nodes will be in the master soon! :slight_smile:

I tried on win 10 and the inset node keeps crashing blender.

The idea as far as I know is to have modifiers done by GN, so in the modifiers menu you have the same as you have now, and when you add the modifier to an object you will see the same you see now, with the exception that you can go inside that modifier nodes and change it.

So the idea is not to have a bunch of nodes that do the same as modifiers, but to actually replace modifiers with modifiers done by nodes at some point, and with nodes that are as atomic as possible while maintaining performance.

Congrats on the work done here, good job :slight_smile:

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