Sorcar is a procedural modeling node-based system which utilises Blender and its Python API to create a visual programming environment for artists and developers. Heavily inspired by Side-FX Houdini, it presents a node editor with a variety of modular nodes to make the modelling workflow easier and fast. Most of the nodes are blender internal operations (bpy.ops.mesh/object) which also makes it easier for frequent blender users to manipulate geometry. It helps the users to quickly create 3D models and control node parameters to generate limitless variations in a non-destructive manner. It also provides the users to view and edit mesh on any stage of the node network independently, with realtime updates.
I think sverchok is more low level operations , and you need to understand several mathematic concepts, for example in procgen mod you can just select a bunch of faces and apply them an operation, extrude, inset, bevel, etc, and that list of faces will be stored in a node, just like in houdini sops where you select the faces and apply the node operation and make groups to work on them lately, , it’s very intuitive it is more a like a procedure so to speak.
I’m not an expert in sverchok but that was the feeling that I had, jut like when you dive in houdini vops, so low level
Yeps, random nodes are on the way .
But it will be a while (maybe a week) before I finish off creating the modifier nodes (Remesh, Skin, Mirror, Curve, Cast, SimpleDeform, …)
It’s actually a great addon with much more advanced features than ProcGenMod (as of now), but personally I found it a bit odd to attach each of the component pins (faces, vertices, edges) over and over when adding nodes. That’s why I created nodes with single output pins (as in Houdini).
yes, and export that as phyton code to make an addon, imagine if people without programming skills would be able to create scripts and export them as an addon for blender and put them on the ui, just like houdini and HDAs!! a blender engine would be so amazing as well!
Out of curiosity, can this system be used to make something similar to Zbrush’s Insert Mesh brushes? I’ve got a project coming up where I’ll need to make a lot of repeated shapes (belts with buckles) and was thinking it would be amazing if I could use something like what Zbrush has where you can set up a Start > Middle > End mesh and it will repeat the middle part for as far as you draw the curve/spline. I couldn’t find anything like that for Blender but this seems like it might have a chance. Am I wrong?
EverythingNodes is an awesome project, and I can’t wait for it to be released. Hopefully, @Jacques_Lucke can create an automated system of creating nodes as opposed to the manual work I’ve been doing for the last month Also, he mentioned that he was planning to bring modifiers to nodes, which I already have completed, so there may be a slight overlap of functionality of the addon.
As to getting in touch with him, I’ll send him an email and ask for his views on this.
You don’t need anything other than Array and Curve modifiers (not even ProcGenMod). You can select the “Start Cap” and “End Cap” mesh in the array modifier and select the spline in the curve modifier.
EDIT: But to answer your question, you CAN use this system to create belts with buckles
Hello aachman98 , I have a feature request if it’s possible … to automatically apply the modifiers for further operations on the resulting topology , let’s say that i want to bevel a particular edge that results from a boolean operation. would it be possible ? also would be nice to create a node group , and to create references between values in diferent nodes, i´ve tried to add a driver from one value socket to another but it doesn’t work.
i’ve seen you added new nodes , that’s great man!!