Power Nodes Project

This addon is dead…

:slight_smile: not yet, unfortuntely I was unable to allocate time for it recently. I will get back to it asap…

I thought that the development was stopped. Lul. Why didn’t the news appear for a long time ???

Because there are no news, when there will be any I will update the thread…

I have no hope for update :confused:

“custom python operators” means that if you got “offset edge” addon you can feed his command inside a special node to get the same result but along the node logic?

“Custom operators” means that you can implement your own python operator and you can choose a target to run it on. E.g: CPU/CUDA/ROCm The custom operator will behave exactly like the other operators in power nodes. All ops in power nodes are custom python or wrappers around blender’s internal ops or modifiers.
But to answer your question. you can execute custom python scripts from power nodes, but injecting a custom execution CTX might be a problem. Especially if the script was not designed to work as single operator

More functionality - resample and smooth nodes
power_nodes_resample_and_smooth

9 Likes

This is an incredibly exciting add-on! I’m a huge sucker for any and everything based on nodes, so I’ll be keeping an eye on further developments. :smiley:

1 Like

Added snapping to destructive extrude tool:
power_nodes_snapping

10 Likes

Added local space to: transform, array and sweep nodes
power_nodes_local_space

5 Likes

Same with sweep instead
power_nodes_local_space_sweep

8 Likes

Clean node… more options will be added here in the future and “weld” exists already as a separate node

power_nodes_clean

5 Likes

Basic animation support… keyframing and drivers example :slight_smile:

power_nodes_keyframe

power_nodes_drivers

Evaluating drivers with custom nodes does not work for some reason in blender. Also the drivers editor does not work with custom nodes. Only drivers panel works :frowning:

6 Likes

Good to see this is being continued. I haven’t posted here anything yet, but been regularly checking how development is progressing. For me this looks to be easiest node system compared to Sverchok and Sorcar even with fraction of functionality at this point. If this is stable (no crashes) I believe it will easily get quite some users as looks very simple to use. Thumbnail renders in nodes are great visual help and seems like many basic functions and modifiers work already. :+1:

Would be great to have this available for interested early users. I’d grab for testing myself.

@Saku thanks! so far was stable enough considering all the changes happening in blender lately. One of the main theme(if not the most important one) of this project is to add parametrization, expression evaluation directly at node level. I don’t know if you noticed, but with other similar projects you end up with noodle nodes :slight_smile: very fast. This is one of the issues I want to address even from the begining. Parametrization is by far the most powerful feature you have in Houdini. It’s not the nodes themselves…
Also this is one of the reasons why I wanted to add keyframing and drivers so early to power-nodes . I want so see how far I can push it with what bleder offers out of the box

I intend to release power-nodes on patreon soon enough for anyone who wants to donate and support this project. I will make it availabe there to anyone who wants to be a beta tester. :wink:

3 Likes

I love it :heart_eyes:, what a time to be alive! please keep it up!

1 Like

Finally after a long week I managed to add group nodes. This will open the possibility to create reusable assets.

Simple gear asset example
power_nodes_group_node

7 Likes

Patreon page it’s up: https://www.patreon.com/radupopovici

Can’t wait to see HDA-style workflow directly in Blender, will you add something like this?, a node to make a lowpoly version of an asset which auto-seam and auto-unwrap also (I would personally add a checkbox to disable the decimation modifier to use -when provided- a manual retopo instead)