HI @hickz, if you don’t have any GH experience there’s no pre-existing assumptions about how SV (sverchok) might work. A lot of what GH can do SV can do, and just like GH we can write custom nodes to extend the tool (in ways that side step a lot of what i’m about to say) . Yep, there’s no NURBS support in SV because it’s weakly implemented in Blender’s bpy API (putting it kindly). This means we do everything in SV operating on verts/edges/faces and matrices. It helps to be comfortable with that kind of polygon based “box modeling”.
There are things that are much slower in SV than Blender; Boolean Operations being one of the main stars. For instance if you hoped to use SV as a “subtractive tool” (meaning you make the basic shape manually, and import it into SV for modification…), that’s probably not going to be a very smooth experience. I’ve seen people battle forever trying to use Sverchok that way, and they don’t really progress.
But, if there’s a subtractive approach, then there’s also an “additive” approach. Additive means you have all the ingredients and you add them together carefully to achieve a blend of math / logic / aesthetics. Node Trees without the “Object In” node are generally additive, because they get constructed from something inside Sverchok.
Where to start? It really depends what level of math you are comfortable with. It also depends on how well you understand programming and specifically Python/ (and optionally numpy). Most of our nodes are plain python, and are not written for dealing with massive amounts of geometry and don’t utilize multi-threading (which would make some operations really fast…). The faster nodes that use Numpy don’t make up a substantial part of the tool set, making their presence only useful in specific situations.
Sverchok can do a lot, i’d need to curb your expectation of what you will be able to achieve without real “blood sweat and tears”.