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And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

I decided to write a list of nodes that can be implemented. If you have questions or suggestions, then write your opinion. I decided to write this list now so that it would not come as a surprise to the architecture of the physical engine. It’s better to understand in advance what needs to be realized than to rebuild the architecture in the future.

Converter Nodes
    Math
        An analogue of the standard Math node. Two numbers can be input
        (int/float), and the result is the result of sums, differences,
        products ...

    Vector Math
        An analog of the Math node, but for vectors.

    Color Mix
        For mixing two colors. Blend Modes: MIX, MULTIPLY, LIGHTEN, ADD...

    Boolean Math
        Logic math. Has two bool inputs. Modes: and, or, not...

    Separate RGB
        Decomposition of color into components (red, green, blue).

    Separate HSV
        Decomposition of color into components (hue, saturation, value).

    Combine RGB
        Combine the individual components of R, G, and B in color.

    Combine HSV
        Combine the individual components of H, S, and V in color.

    Color Ramp
        The standard blender node. Need to change color. To create gradients,
        increase contrast, etc.


Texture Nodes
    Gradient
    Noise
    Voronoi

Structure Nodes
    Make List
    Merge Lists

Time Nodes
    Time Info
        Has Params: scene start time, end time, current time

    Frame Info
        Has Params: scene start frame, end frame, current frame

    Time Speed Info
        Has Params: FPS, Time Factor (Simulation slowdown or acceleration rate)

Simulation Objects Nodes
    Emitter
    Collider
    Outflow
    Hub
    Simulation
    World
        params: use_world_scaling, world_size (meters), close_boundary,
        boundary_friction

Input Nodes
    Integer
    Float
    Integer Vector
    Float Vector
    Boolean
    Boolean Vector
    Color RGB
    Color RGBA
    Transforms
        Has inputs: bpy_object, has outputs: location, rotation, scale, dimensions...

Effects Nodes
    Viscosity
    Surface Tension
    Vorticity
    Elasticity

Source Nodes
    Mesh Object
    Curve Object

Force Nodes
    Gravity
    Force
    Wind
    Vortex
    Noise
    Curve

Generator Nodes
    Mesh Generator
    Particle System Converter

Output Nodes
    Disk Cache

Issue Analytics

  • State:open
  • Created 4 years ago
  • Reactions:2
  • Comments:8 (4 by maintainers)

github_iconTop GitHub Comments

1reaction
PavelBlendcommented, Jan 5, 2020

You can create a texture in bpy.data.textures. Then you can find out the value of the texture using the evaluate function. But I do not know what to do with the ColorRamp node.

0reactions
K0K0zecommented, Oct 28, 2021
  • Do Blender nodes support multiple inputs? something like

The blender does not support many inputs. Only one.

The join node in geometry nodes got updated and joined the input sockets. Maybe when Blender 3.0 is out of Beta the new type could be added?

In 2.93 it was seperated In 3.0 it is joined

Read more comments on GitHub >

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