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nemesis <nam### [at] nospamgmailcom> wrote:
> OTOH, seems like Blender is getting node-based textures, so
> textures-inside-textures is now possible. :)
I think the node-based approach is very powerful, and can benefit more than just
shading. Some apps, such as Houdini or (recently, with ICE) XSI seem to take
full advantage of nodes in modelling, animation, compositing, the lot.
Tom
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"Tom York" <alp### [at] zubenelgenubi34spcom> wrote:
> nemesis <nam### [at] nospamgmailcom> wrote:
> > OTOH, seems like Blender is getting node-based textures, so
> > textures-inside-textures is now possible. :)
>
> I think the node-based approach is very powerful, and can benefit more than just
> shading. Some apps, such as Houdini or (recently, with ICE) XSI seem to take
> full advantage of nodes in modelling, animation, compositing, the lot.
Yes. Blender already had node-based materials and scene compositing. Users are
demanding action nodes for animation as well.
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nemesis wrote:
> stbenge wrote:
>> Everything hinges on that darned GUI! The developers have to find ways
>> to incorporate new features into the program without making the GUI a
>> difficult monstrosity to contend with. More procedurals would be nice,
>> and wouldn't add unnecessary clutter.
>
> OTOH, seems like Blender is getting node-based textures, so
> textures-inside-textures is now possible. :)
>
> http://www.blendernation.com/2008/11/13/new-feature-in-development-texture-nodes/
I saw this yesterday, and was reminded of this thread :) It looks really
cool, and should make Blender's texture system much more flexible. That
Mandelbrot node setup was just insane, did you see that?
> I don't have a problem with Blender's GUI, but then, it's the only 3D
> editor I know. What I like about it the most is all the keyboard
> shortcuts, so that I hardly use the mouse to do anything other then mesh
> editing.
I like Blender's GUI, but seriously, I would not want to program one
like it. The developers have done a good job so far, keeping things
under the proper tabs, menus and window types. I agree with you about
the keyboard shortcuts; they make life much easier. Sounds like you're
farther into that than I am :)
Sam
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stbenge <THI### [at] hotmailcom> wrote:
> nemesis wrote:
> > stbenge wrote:
> >> Everything hinges on that darned GUI! The developers have to find ways
> >> to incorporate new features into the program without making the GUI a
> >> difficult monstrosity to contend with. More procedurals would be nice,
> >> and wouldn't add unnecessary clutter.
> >
> > OTOH, seems like Blender is getting node-based textures, so
> > textures-inside-textures is now possible. :)
> >
> > http://www.blendernation.com/2008/11/13/new-feature-in-development-texture-nodes/
>
> I saw this yesterday, and was reminded of this thread :) It looks really
> cool, and should make Blender's texture system much more flexible. That
> Mandelbrot node setup was just insane, did you see that?
Yes! Should've linked to it instead!! O_o
> I like Blender's GUI, but seriously, I would not want to program one
> like it. The developers have done a good job so far, keeping things
> under the proper tabs, menus and window types.
I think it's one of the things that make it so light and portable. I mean, the
whole thing being OpenGL.
> I agree with you about
> the keyboard shortcuts; they make life much easier. Sounds like you're
> farther into that than I am :)
It reminds me very much of the text editor vi. All keys are command shortcuts.
:)
I decided to seriously learn it these past weeks. I mean, learning about all
modelling mesh techiniques and Blender as well. Right now, I'm not yet
concerned with full scenes, just sketches to learn to model, radiosity, AO and
all the different render passes and composition. I'll soon post a complete
scene with my progress. Visual mesh modelling is truly amazing. :)
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