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PROCEDURAL / Into Blend Graph

There is a new super interesting Add-On and ATOM called it Blender Graph Add-On, parametric tool for Blender that supposedly can emulate ATOM's previous add-on such as:

  • RE:Phrase
  • RE:Lay
  • RE:Ticular
  • And it does a lot more...!

Read more about this Blender Graph add-on and download it here:
http://blenderartists.org/forum/showthread.php?322496-AddOn-Blendgraph-2-69-(parametric-modeling-and-animation)
http://www.blenderartists.org/forum/showthread.php?317207-Blendgraph-A-Node-Based-GUI-%28dev-tests%29

BLENDGRAPH FIRST IMPRESSION

Just the other day, I was watching ATOM's video about his Blender Graph Add-On:
https://vimeo.com/82848133

After watching it once, I really like this Add-On! Why? Because this BLENDER GRAPH is probably the most intuitive and easy to use Blender Add-On that does Procedural (or Parametric) Animation and Modeling.

I reckon that this is not really an official final implementation of Blender node-based procedural workflow aka PyNode. However it is a very clever hack and useful to create certain procedural animation.

I guess this one is worth looking at and experimenting if you are into this kind of system. You might be able to create interesting setup for yourself easily.

SEE ALSO: SVERCHOK
There is also this Sverchok Add-On, slightly more complicated than BlendGraph and I have not looked into it too deep.
http://www.blendernation.com/2013/09/05/sverchok-add-on/

Anyway, for now, I will look at BlendGraph first.

I am going through read through the forum post and ATOM's post at Blender Artist.

In the mean time, I will try to digest and process the information available.

WRITING DOWN NODE NETWORK

Based on previous experience using Houdini and Maya SOuP, I often find the need to note and write down nodes and network connection. Of course, a lot easier to look at the final network visually, but noting it down can certainly help to understand what is happening.

Not necessarily writing down and memorizing step-by-step of how to create a certain system, but to efficiently writing down the procedure to recreate the network.

<< This should be applicable to Shader Node and Node Compositing as well, I guess. I am going to get serious on that area hopefully soon. >>

Let say, I watched ATOM video example on how he create his Parametric animation of Text String.

I don't want to always watch the video or memorizing every step. I need a note that I can look quickly or maybe scripted to re-create the network. How would I do that? Something like below.

NOTE: I am basically roughly using ChucK programming to write down procedure.

RECIPE 001:


  • Font Repeater Node (main node)
  • Float Node
  • String Node

NODE CONNECTION :

StringNode.output => FontRepeaterNode.ListIn
FloatNode.output => FontRepeaterNode.Spacing
FloatNode.output => FontRepeaterNode.Extrude


RESULT:


Ok, you probably got the idea now. So I am basically just writing down nodes I need. Breaking each part of connection and finding ways to 

RECIPE 002:

  • Font Repeater Node
  • Random Node
  • Integer Nodes
  • Float Nodes

NODE CONNECTION:

Sometimes just having the screen capture of node network is enough, actually. For simple examples like these. However, when node starting to get complex and network got collapsed and deeper (multi-layered network), then we need a way to write it down.


It's like a step-by-step of cooking recipe. It goes from top to bottom, and we make notes for every important parts. It is really like pseudo-programming.

// To Create And Display Random Value Letter

// Setup Random Node
Integer.out => Random.Lo
Integer.out=> Random.Hi
Integer.out=> Seed

// Convert Random value into Integer value and plug into Font Repeater
Random.out => Integer Node.in => FontRepeaterNode.ListIn

// Additional connections
FloatNode.out => FontRepeaterNode.Spacing
FloatNode.out => FontRepeaterNode.Extrude

RESULT:


RECIPE 003:

  • Random Node
  • List Node
  • Font Repeater Node

NODE CONNECTION 003



I basically have list of objects piped into List Node.

{Apple, Papaya, Orange, Mango, Coconut Durian} @=> ListNode.ListIn

RESULT:


If you watch the Outliner closely, this BlendGraph is changing the content on the fly based on whatever input is piped in.


RECIPE 004

Same like Recipe 3, with additional String Node where we input the Animatino Transform of an object that will be an input for our letter. This is basically following ATOM's Video Tutorial on Font Repeater Node.

RESULT:

The animation of Suzanne head is now REPEAT-ed and OFFSET-ed for each letter.

RECIPE 005

  • Timeline Node
  • Math Function Node
  • Font Node

NOTE CONNECTION 

Timeline.FrameCurrent => MathFunction.Input => Font.Copy



RESULT:


NOTES

  • Need easier way to copy Shader Material for each parametric object (the letter).
  • Supposedly for Font Repeater, the Transform animation (Position, Rotate, Scale) is respected, but I cannot use Scale zero in this version.
  • The setup is no longer working when Blend files is re-opened and saved using older Blender
  • Need a more intuitive way to work parametrically with objects and transfer the setup from one object to another object. For example, I created the Parametric Beam object, then I create multiple Note Tree, how do we actually switch from one node network to another and update the current object?
  • This Add-On is still very young, and under development, so I guess we need to wait.
To copy Material to many objects, one still needs to do this:


IF WE DIG DEEPER...

I am intrigued to understand how each node is created, so I look up some of Python code that create the node. The Parametric Beam Node is a really good example, but it is rather complex example for beginner like me (if we read the code). Maybe you with more programming experience will be able to help ATOM develop this Add-On.

However, we can use the Parametric Beam node quite easily. And the cool thing is 

Procedural Pipe Object is cool.

I found the nodes py for BlendGraph here:
C:\Users\Jimmy\AppData\Roaming\Blender Foundation\Blender\2.69\scripts\addons\blendgraph

Just careful when modifying those nodes. You may screw the Add-On. Create backup. 


Hey look... the Object Node has Location, Rotate, and Scale commented out. I guess ATOM is still developing this part too.


CONCLUSION

It is still very early in development of BlendGraph Add-On. My wishlist, I will be very happy:
  • To able to drive Location, Rotation, Scale more procedurally
  • TRANSFER, REPEAT and OFFSET procedural animation to many objects and the effect is LIVE.
  • And maybe something resembling Houdini's almighty COPY node.
  • More procedural way of working with drivers and offsetting and randomizing animation
I think at this moment, Font Repeater is the most "complete". But I would like to keep eyes on this BlendGraph Add-On.

Very exciting Add-On and super impressive. If this continue to develop similar to Peter Shipkov SOuP plugin for Maya, it will be amazing.

I am definitely looking forwad to ATOM's next video tutorial! Good luck developing this Add-On, ATOM!

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