Unreal Blueprints & Houdini nodes in Blender!

combined my first & second posts, so I can keep the top post updated with latest info


Original first post


Hello, I’m excited to share that I’m working on a new addon.
Bringing Unreal’s Blueprints to Blender (a generic node based scripter)

Purpose

Empower artists to easily create a pipeline or workflow.
e.g export pipeline, validation workflow, …

The difference with geometry nodes, is that this will work on anything. not just on meshes.
E.g. a node to create a new scene, a node to make a cube, a node to add a material. …

Support cross dcc pipelines

(long term goal)
The node graph shows your pipeline across apps. ( Blender, maya, max, substance, …)
You double click on a node, and it opens up a sub node-graph. with the steps for just that dcc.

First progress sneak peak

references

  • Unreal Blueprints
  • BiFrost
  • Houdini
  • Max creation graph
  • Blender geometry nodes
  • Blender material editor
  • Blender compositor

second post


  • basic execute is working, nodes run their inputs and dependencies
  • added option to create nodes from python methods (Dynamic slots from kwargs)
  • dark theme, more consistent look

next:

  • create a bunch of test nodes to stress test exec logic and dynamic node generation.
  • support groups (graphs within graphs)