Collect node groups to ship in possible asset bundle #95445

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opened 2022-02-02 17:49:53 +01:00 by Hans Goudey · 29 comments
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While it's not clear when Blender will ship an asset bundle, it does seem to be planned.
In that case, shipping a set of node groups is a natural thing to include.

We have already decided not to include some nodes as built-in C++ implementations
because shipping them as node groups would reduce complexity.

While it's not clear when Blender will ship an asset bundle, it does seem to be planned. In that case, shipping a set of node groups is a natural thing to include. We have already decided not to include some nodes as built-in C++ implementations because shipping them as node groups would reduce complexity.
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Catenary Node:
Catenary.blend

Selection Nodes:
Selection Nodes.blend

Catenary Node: [Catenary.blend](https://archive.blender.org/developer/F12847143/Catenary.blend) Selection Nodes: [Selection Nodes.blend](https://archive.blender.org/developer/F12847144/Selection_Nodes.blend)
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Edge Selection Nodes:

Edge Selection Nodes: - Boundary Edges - Loose Edges - Non-Manifold Edges [Edge Input Selections.blend](https://archive.blender.org/developer/F12847266/Edge_Input_Selections.blend)

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I think this should merge with https://developer.blender.org/T55239 with a new Asset Category or a new Meshes Asset Category. Don't get me wrong a task to track this is nice but it need to be kept in sync.

I think this should merge with https://developer.blender.org/T55239 with a new Asset Category or a new Meshes Asset Category. Don't get me wrong a task to track this is nice but it need to be kept in sync.
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Added subscriber: @Erindale

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Distribute Points in Volume

image.png

Distribute Points in Volume.blend

Distribute Points in Volume ![image.png](https://archive.blender.org/developer/F12876373/image.png) [Distribute Points in Volume.blend](https://archive.blender.org/developer/F12876382/Distribute_Points_in_Volume.blend)
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Added subscriber: @JulianEisel

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Note that there are different kind of bundles we could be talking about:

  • Asset Demo Bundles : Plug & play demo files with asset for fun and easy (beginner level) experiences.
  • Actual asset bundles: Just some bundles to download giving a bunch of objects, materials, etc that are ready to be plunked into your scene. Learning, quick prototyping, "Beeple"-workflow, etc. Separate download.

Standard asset library: Basic building blocks to put Blender into a more usable state out-of-the-box. Default brushes, matcaps, studio lights, typical node groups (e.g. vignette compositing node group, geometry node groups replacing current modifiers, ...), quick effects, etc. This would come bundled with Blender.

Basically if something is a basic building block, that fits into #3. Assets that go into the final render more or less as-is, go to #2.
I think this task is talking more about #3, the standard asset library.

Note that there are different kind of bundles we could be talking about: - [Asset Demo Bundles ](https://www.blender.org/download/demo-files/): Plug & play demo files with asset for fun and easy (beginner level) experiences. - Actual asset bundles: Just some bundles to download giving a bunch of objects, materials, etc that are ready to be plunked into your scene. Learning, quick prototyping, "Beeple"-workflow, etc. Separate download. # Standard asset library: Basic building blocks to put Blender into a more usable state out-of-the-box. Default brushes, matcaps, studio lights, typical node groups (e.g. vignette compositing node group, geometry node groups replacing current modifiers, ...), quick effects, etc. This would come bundled with Blender. Basically if something is a basic building block, that fits into #3. Assets that go into the final render more or less as-is, go to #2. I think this task is talking more about #3, the standard asset library.
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Yes, this is about #3. There's probably some room for the other two, but the third is much higher priority I think. So these mostly fall into two categories I think:

  • Simple building blocks build out of existing nodes to make it simpler/more intuitive to build higher complexity things with nodes (like the selection nodes above).
  • "Quick effects"/"Uber Nodes". Stuff like the "principled BSDF of scattering" that make it simpler to achieve more complex effects for beginners, and faster for people who just want to do a basic thing quickly.

Do you know if something like the standard asset library is planned for 3.2? If not, would it be reasonable to do it just for geometry nodes?

Yes, this is about #3. There's probably some room for the other two, but the third is much higher priority I think. So these mostly fall into two categories I think: - Simple building blocks build out of existing nodes to make it simpler/more intuitive to build higher complexity things with nodes (like the selection nodes above). - "Quick effects"/"Uber Nodes". Stuff like the "principled BSDF of scattering" that make it simpler to achieve more complex effects for beginners, and faster for people who just want to do a basic thing quickly. Do you know if something like the standard asset library is planned for 3.2? If not, would it be reasonable to do it just for geometry nodes?

Added subscriber: @Bradley_G

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Question, can community participate in this project. If so, what's the criteria of participation? Do we need to write out a manual for the node we present or?

Question, can community participate in this project. If so, what's the criteria of participation? Do we need to write out a manual for the node we present or?
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Do you know if something like the standard asset library is planned for 3.2? If not, would it be reasonable to do it just for geometry nodes?

It's not planned and I won't have the time to do much work for it. But if the nodes team or somebody else is willing to pick this up, I'm happy to help with some input, e.g. to find out what needs to be done exactly.

> Do you know if something like the standard asset library is planned for 3.2? If not, would it be reasonable to do it just for geometry nodes? It's not planned and I won't have the time to do much work for it. But if the nodes team or somebody else is willing to pick this up, I'm happy to help with some input, e.g. to find out what needs to be done exactly.

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Question, can community participate in this project. If so, what's the criteria of participation? Do we need to write out a manual for the node we present or?

Yes, for sure! Thing is, we need to decide which kinds of nodes we actually want to include. Taking @Erindale's node group as an example (thanks for sharing it here!), I'm actually not sure we'd want to include it, since we have a builtin node with that functionality planned (D12636).

It would be helpful if someone wanted to start an initial list, it would be really helpful to make progress on that.

> Question, can community participate in this project. If so, what's the criteria of participation? Do we need to write out a manual for the node we present or? Yes, for sure! Thing is, we need to decide which kinds of nodes we actually want to include. Taking @Erindale's node group as an example (thanks for sharing it here!), I'm actually not sure we'd want to include it, since we have a builtin node with that functionality planned ([D12636](https://archive.blender.org/developer/D12636)). It would be helpful if someone wanted to start an initial list, it would be really helpful to make progress on that.

Added subscriber: @ChristopheMermoud

Added subscriber: @ChristopheMermoud

Grouped sort node group

The blend file also includes:

  • Point to faces, as a use case for the Sort node group

  • Bisect, as a use case for the Point to face node group

gn_cmermoud.png
gn_sort.blend

Grouped sort node group The blend file also includes: - Point to faces, as a use case for the Sort node group - Bisect, as a use case for the Point to face node group ![gn_cmermoud.png](https://archive.blender.org/developer/F13120861/gn_cmermoud.png) [gn_sort.blend](https://archive.blender.org/developer/F13120865/gn_sort.blend)

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3 node groups to help bridge the gap between spreadsheet and viewport. Also creates quick masking possibilities.

"Index Inspector"

"Compare"

"Expand Selection"

compare0001-1310.mp4

inspect0001-0888.mp4

index-selector.blend

3 node groups to help bridge the gap between spreadsheet and viewport. Also creates quick masking possibilities. "Index Inspector" "Compare" "Expand Selection" [compare0001-1310.mp4](https://archive.blender.org/developer/F13997441/compare0001-1310.mp4) [inspect0001-0888.mp4](https://archive.blender.org/developer/F13997440/inspect0001-0888.mp4) [index-selector.blend](https://archive.blender.org/developer/F13997450/index-selector.blend)

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Reference: blender/blender#95445
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