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There are times when using Blender's shading node graph that I'd really just rather be writing GLSL/HLSL. But overall I still like it. Geometry nodes, on the o
by nkrisc 2y ago
There are times when using Blender's shading node graph that I'd really just rather be writing GLSL/HLSL. But overall I still like it.
Geometry nodes, on the other hand, I think are amazing. They really do provide a very useful abstraction over what would be a lot of tedious and error-prone boiler plate code.
With just a few nodes I can instances and properly rotate some mesh on every face of some other mesh. Boom, done in two minutes. And you can do so, so much more, of course.
The obvious downside is in complex scenarios the graph can be more difficult to manage and because of the nature of how its evaluated there are times you need to think about "capturing" attributes (basically a variable to hold an older value of something that gets changed later). But nothing is perfect.
- MrLeap 2y agoIn unity shadergraph there's a "custom node" that just lets you type in hlsl/glsl or choose a file. You set its inputs and outputs and that becomes its handles. It's pretty nice. Looks like blender has something reminiscent? Maybe? I haven't used it. https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html https://docs.blender.org/manual/en/latest/render/shader_node...