- Tue Mar 01, 2005 9:51 pm
#7038
jep i agree having only one way to do things is a pain (maya vs houdini . . .oops) . . .
however. im either stupid or way to complicated an individual to just use the given nodes for things. i gotta have my procedural noise . . . there is no way to conveniently have multiple levels of adding, multiplying, subtacting noise patterns based on curvature of surface and dot and cross and double cross products with a nodal based system, besides i have seen some of jeps composite files and i would have an easier time finding my way back to the states if i were dropped in the middle of south america with a blindfold on, than i would trying to make sense of that size o tree. lol
i am totally for node based gui's, just look at houdini . . . i have developed many many wonderfully complex networks. Alot of kudos go out to the sidefx guys for giving us some great tools to manage those complicated interwoven networks of excitement . . .
if we are simply taking a diffuse shader and plastic and a metal shader and layering them together with a map or alpha channel or even a simple procedural noise function, would be stupid to use some sort of text editor. but when we have the various noise functions from perlin, worley, voronoi to gardner, we wont want to have to wire a hundred different paramaters and attributes into some mess of nodes to determine if the curvature of the surface is greater than ten times the value of 3 times the arc tangent of the inverse square of the dot of the normal of the surface to the camera, if and only if the dot product of the double cross product of the normal of the surface and the direction to the light source is one half the distance from shading point a to shading point b, foreach time i encounter an attribute on the shaded point called fooattr that is equal to 1 . . .
obviously not working code, just a overly complex example idea for some wacky displacements that protrude from cracks on a surface . . . .
perhaps one could just model some sort of event like that, but if there are 10,000 of these types of occurrences in a scene . . . . .well
anyone ever used shadetree . . . .wonder why its not still around?
however. im either stupid or way to complicated an individual to just use the given nodes for things. i gotta have my procedural noise . . . there is no way to conveniently have multiple levels of adding, multiplying, subtacting noise patterns based on curvature of surface and dot and cross and double cross products with a nodal based system, besides i have seen some of jeps composite files and i would have an easier time finding my way back to the states if i were dropped in the middle of south america with a blindfold on, than i would trying to make sense of that size o tree. lol
i am totally for node based gui's, just look at houdini . . . i have developed many many wonderfully complex networks. Alot of kudos go out to the sidefx guys for giving us some great tools to manage those complicated interwoven networks of excitement . . .
if we are simply taking a diffuse shader and plastic and a metal shader and layering them together with a map or alpha channel or even a simple procedural noise function, would be stupid to use some sort of text editor. but when we have the various noise functions from perlin, worley, voronoi to gardner, we wont want to have to wire a hundred different paramaters and attributes into some mess of nodes to determine if the curvature of the surface is greater than ten times the value of 3 times the arc tangent of the inverse square of the dot of the normal of the surface to the camera, if and only if the dot product of the double cross product of the normal of the surface and the direction to the light source is one half the distance from shading point a to shading point b, foreach time i encounter an attribute on the shaded point called fooattr that is equal to 1 . . .
obviously not working code, just a overly complex example idea for some wacky displacements that protrude from cracks on a surface . . . .
perhaps one could just model some sort of event like that, but if there are 10,000 of these types of occurrences in a scene . . . . .well
anyone ever used shadetree . . . .wonder why its not still around?