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visual coding rule (lemmy.blahaj.zone)
submitted 10 months ago by paris to c/196
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[-] HatchetHaro 15 points 10 months ago

This is why I love Blueprints; it forces you to keep your code neat and tidy and readable and documented lest it turns into an absolute mess. It's also so much fun to prototype in because it's like modular synths and you can just make an absolute mess if you want.

[-] Windex007@lemmy.world 42 points 10 months ago

So, the argument is that the system is so unwieldy that it forces you to be good because if you aren't vigilant you'll fuck yourself? Where have I heard that before?

[-] HatchetHaro 7 points 10 months ago* (last edited 10 months ago)

It's perfect.

Also, I have no argument; I just love it.

[-] FrostyCaveman@lemm.ee 7 points 10 months ago

Where have I heard that before?

I’ve heard it from dynamic typing proponents

Yeah I’m not sold lol

[-] Ozy@lemmy.world 4 points 10 months ago

You also heard it back in the 24kb of ram days.

[-] can@sh.itjust.works 9 points 10 months ago

It's also so much fun to prototype in because it's like modular synths

I'm sold.

[-] AVincentInSpace@pawb.social 9 points 10 months ago

Blender's geometry nodes and shader nodes also work this way and are incredibly fun to just mess around in creating bonkers procedural textures/shaders/objects and seeing what comes out the other end. I very much liken it to a modular synth but for your eyes

[-] can@sh.itjust.works 3 points 10 months ago

I cannot express how much this intrigues me

[-] AVincentInSpace@pawb.social 6 points 10 months ago* (last edited 10 months ago)

In that case I should also mention that Blender is 100% free to use forever (free and open source software ftw!!) and that you can hardly throw a stone on YouTube without hitting a tutorial on how to use it.

Here's a video about how to make fractals using geometry nodes: https://youtu.be/N9Tnmbnl9Yw

And here's one listing every shader node: https://youtu.be/cQ0qtcSymDI. Keep in mind that these can be combined with virtually no restrictions on what you can plug into what!

In essence, geometry nodes build procedural 3D shapes and shader nodes decide what color they are, how reflective they are, whether they emit light etc. You can also apply these factors to only part of the geometry in procedurally generated patterns.

You can either build the geometry by hand and then slap some shaders on top (I like just slapping down a flat plane or a cube or w/e with some stuff next to it for light to bounce off of and seeing what cool things I can do with it) or go fully procedural and use geometry nodes too

I will warn you though that the interface outside of the node editors is not especially intuitive (nothing could be, with the amount of controls Blender has) and you do need a somewhat beefy computer for Blender to perform well, especially if you plan on using the fancier graphics features like raytracing (which I highly recommend -- the Eevee renderer which uses rasterization instead is orders of magnitude faster but the lighting and reflectivity does not look anywhere near as good. Fine for actual 3D animation but if you want to play around with a light synth, Cycles is 100% the way to go)

[-] can@sh.itjust.works 2 points 10 months ago* (last edited 10 months ago)

I will look into this all. Thank you very much. My PC isn't that good but it'll chug along and maybe I can borrow a friend's for some rtx fun.

Edit: also, my phone it 10x better than my laptop so if there's any good android apps I'd be interested too.

[-] PipedLinkBot@feddit.rocks 2 points 10 months ago

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this post was submitted on 09 Jan 2024
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