#the interface to interact with node parameters in itself is extremely flexible
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Doing the thing I wanted to do in geo nodes in Grasshopper instead is making me recognize that honestly the problem with most all of these node-based softwares is that computational geometry is simply not suitable for the medium. There is too many math operations, too many complicated data structures to interact with, and too many complex array shapes that need to be combined and iterated through with specific timings.
Geo nodes is by far the worst system out there that I'm aware of, but they're all fundamentally flawed and don't serve much purpose besides making things harder for artists who greatly overestimate the difficulty of basic coding, and for developers who could be breaking their backs far less if they could just make a secondary API that abstracts some of the boiler-plate code needed for the regular API, and maybe (maybe, because it's not really their responsibility) put some effort into showing artists that they're really not too stupid to understand the ideas of for-loops and variables and structs.
obligatory "I tried giving blender's geo-nodes yet another chance and nope they're still complete crap and frustrated me enough to have the desire to vent about it" post
#houdini is the exception to all this because honestly its not purely nodal#the interface to interact with node parameters in itself is extremely flexible#and it has vex which does in fact let you do some coding to quickly solve problems there might not be a high level node for.
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