I was told that .pdf which I commented on above is no longer the design of this project, so I will do my feedback on individual nodes. I played with Raiko Base Texture node (haven’t touched other one yet).
I do agree that N-gon or Rounded N-gon would be better name for this node (R-gon isn’t a word in CG as far as I’m aware, not to talk about Raiko anymore). But, having played with it for a while, I have mixed feelings even about that. Generating N-sided shapes is obviously extremely beneficial for procedural shading, that’s why I have N-gon node group myself (as well as ellipsis and rectangle ones), but lot of things about the node doesn’t make sense to me.
Inputs of the node just doesn’t make any sense. Node can produce numerous different results (I’ll touch that in a moment) and every time I would achieve one shape, lets say star or rectangle, and tweak settings and think “ah, so that’s what this input controls” I would then move on to next shape and those inputs behaved completely differently. It seems like all inputs act very differently based on all other inputs (that is always a problem with node groups build from math nodes as well, and this is what it feels like)
This is what 2.4 sides look like with Roundness of 1 (shape emphasized with color ramp)
And this is what 2.4 sides look like with Roundness of 0
So, what is Roundness doing there? What even is being rounded?
W and Scale both do same thing in most of the cases, I would expect W to be time value, or seed as we commonly call it, as it is with other textures.
One truly good purpose of this node I can see is as “random blob/shape generator”, it really exceed at that (this is not a dig, it really can produce some weird interesting shapes), but besides that, for more controlled shapes it can basically produce three things:
- Rectangular/circular shapes when Base and Space Convexity are at the same value (2), with custom roundness
- Star shapes with controllable “thickness”, or convex
- Rounded N-gons
I have node groups for first two, with (what I believe) much easier controls and better outputs (outline for example). I do have N-gon node group, but without rounding, and that’s definitely something I’ll have to spend some time on, it is very nice to have rounding for them.
All of that is for first output (R-sphere Field), second output (R-gon Parameter Field) is basically ‘Gradient → Multiply → Fraction → Subtract’, so definitely can be a node group as well. Third output I can’t understand what does. Examples would be useful.
So, my impression is that Raiko Base Texture isn’t really providing anything that isn’t possible as node group, and is more unpredictable and harder to control, but that being said I wouldn’t be against it being in Blender (given that horrible names for sockets/outputs changes to something more artistic) as it doesn’t add kernels and bloats download size and all that. It is pretty unharmful node. I would personally not use it (and tbh I don’t see either professionals who can assemble better node groups, or beginners who’ll have hard time controlling it using it either), but I have “why not” approach to it, maybe somebody will surprise me and find better uses for it that I could find.
But on UI/UX side, which is what I’m mostly interested in, I would much prefer if there was separate node groups for N-gon, Star, Rectangle, and Ellipsoid, like I have now. It makes search easier and you can add shape without having to remember exact values you need to input in general node to get that shape. I think once asset extensions are done that’s what people will use anyway, regardless of this node being there or not, so again, just not seeing too much value.