This initial milestone of the Everything Nodes Project will focus on the features that can be used by the Blender Studio. Now that the Sprite Fright short film has been officially announced, the use cases can finally be discussed publicly. The Everything Nodes Project was started in 2019 with the Particles Nodes Project. The focus […]
This initial milestone of the Everything Nodes Project will focus on the features that can be used by the Blender Studio. Now that the Sprite Fright short film has been officially announced, the use cases can finally be discussed publicly.
The Everything Nodes Project was started in 2019 with the Particles Nodes Project. The focus at the time was dynamic particles simulation. Around August it was decided to put the project on hold to make sure the design was on point. This was followed by a particle workshop in September where the groundwork for the design was laid.
Moving forward, the focus shifted to tangible use cases that could be validated in production. The priority then shifted to work on geometry nodes, more specifically particle scattering for set dressing. Those were the features the Blender Studio artists were looking forward to the most.
The geometry nodes follow the design of the particle system projects, but its focus is more narrow, and it addresses only static particles.
The underlying design is still the same as for the particle system, with a well-defined integration in the modifier stack as well as a clear dataflow.
The modifier’s input and output are directly connected to the non-node based modifiers. It also contains a node group that can be shared across different objects and Blender files.
The team is working in a squad following the Scrum methodology. The project has two-week periods (sprints) where the team aims to achieve tangible results.
The initial sprint, October 19 to 30, was a mix of preparing the ground work as well as organizing the backlog for the upcoming sprints.
The second sprint aims at finishing up the first use case (pebble scattering) and having it fully integrated in master for the upcoming Blender 2.92.
The third sprint will focus on finishing set dressing for the Sprite project. It includes tree and flowers scattering, as well as procedural modeling for tree bark and moss (pending node design).
The team is still adjusting the planning to its delivery capacity. So there is a chance that procedural modeling happens as a separate sprint.
There will be a constant balance between polishing and developing new features. This will depend on feedback received through the iterations.
The backlog is organized to try to match the immediate needs of Sprite Fright:
After this is out of the way, there are other features that would have helped previous open movies:
The goal of the team is to cover the basics for well-defined use cases and hand it back to the community.
With a well-defined design and the core functionality guaranteed to be solid, the community should be able to bring the feature-set to completion.
The team consists of:
The work is organized publicly and the team welcomes anyone interested in contributing to development. And this has started already: contributor Léo Depoix implemented the subdivision surface node.
The sprints backlog is confirmed at the beginning of each sprint, and can be seen in the workboard.
Tasks that are critical to the sprint are handled by the team. However, there are always plenty of “good to have” features that are not prioritized by the team such as extra nodes and refactoring.
Follow the discussions on geometry-nodes-squad on blender.chat (read-only). Contact the team members to find what you can help with.