List of nodes
See original GitHub issueI 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:
- Created 4 years ago
- Reactions:2
- Comments:8 (4 by maintainers)
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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.
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