Discussion:
[Bf-python] Getting started with PyNodes
H Petrus
2014-10-29 20:37:32 UTC
Permalink
Hi --

I'm very interested in developing PyNodes for two projects, but have no
idea where to learn definitively on how to programme them. There
doesn't appear to be clear docs on this subject despite exhaustive web
searches. A couple of eluding and very incomplete videos were all I
could find. I'm integrating RenderMan directly into Blender and am also
designing node based systems for rigging. Any help would be greatly
appreciated. I just need a good start and a place to ask questions.


Thanks,


Haig Petrus
Sergey Sharybin
2014-10-30 17:53:50 UTC
Permalink
Hi,

Not sure about the docs, but there's quite verbose template for the
PyNodes, go to Text Editor space, Templates -> Python -> Custom Nodes.
Post by H Petrus
Hi --
I'm very interested in developing PyNodes for two projects, but have no
idea where to learn definitively on how to programme them. There
doesn't appear to be clear docs on this subject despite exhaustive web
searches. A couple of eluding and very incomplete videos were all I
could find. I'm integrating RenderMan directly into Blender and am also
designing node based systems for rigging. Any help would be greatly
appreciated. I just need a good start and a place to ask questions.
Thanks,
Haig Petrus
_______________________________________________
Bf-python mailing list
http://lists.blender.org/mailman/listinfo/bf-python
--
With best regards, Sergey Sharybin
H Petrus
2014-10-30 18:08:33 UTC
Permalink
Thanks, Sergey. Already found them this morning and am still dissecting
them.

I integrated my own RIB exporter into Blender and learned about
Blender's Python API through that experience. Now, I want to create a
*feature complete* node set for the creation and integration of Ri
Shaders in accordance with the still beta RMan Server 19 (lots and lots
have changed in the spec).

From that experience - which is no doubt going to take a good deal of
effort - I hope to have acquired the chops in order to tackle the
'node-ification' of Blender Objects and Data. This would include
constraints, modifiers, math nodes, geometry data, transform data, etc.
all exposed in nodes. My reasons are primarily for rigging, as well as
node-based procedural particles and simulations, but the system *should*
be open enough for anyone to create custom nodes for any data structure
available in bpy and manipulate it.

No doubt, I'm going to hit a few brick walls. Let me know if you have
any warnings I should be aware of at this time. And pray for me and my
sanity ;)


--Haig
Post by Sergey Sharybin
Hi,
Not sure about the docs, but there's quite verbose template for the
PyNodes, go to Text Editor space, Templates -> Python -> Custom Nodes.
Hi --
I'm very interested in developing PyNodes for two projects, but have no
idea where to learn definitively on how to programme them. There
doesn't appear to be clear docs on this subject despite exhaustive web
searches. A couple of eluding and very incomplete videos were all I
could find. I'm integrating RenderMan directly into Blender and am also
designing node based systems for rigging. Any help would be greatly
appreciated. I just need a good start and a place to ask questions.
Thanks,
Haig Petrus
_______________________________________________
Bf-python mailing list
http://lists.blender.org/mailman/listinfo/bf-python
--
With best regards, Sergey Sharybin
_______________________________________________
Bf-python mailing list
http://lists.blender.org/mailman/listinfo/bf-python
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