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Re: Scene node-graph

Unread postPosted: Fri May 25, 2018 2:58 pm
by mdkai
sam wrote:
mdkai wrote:Would be interesting to see how long development and planning was already done prior to the "inofficial" announcement.. ;)

I don't know what you are talking about.

:lol: yeah sure ..

Re: Scene node-graph

Unread postPosted: Sat May 26, 2018 1:14 pm
by Preludian
Now that I have started with Houdini modeling wise I somehow just love the procedural node approach. Much better than Fusion 360 and the linear parametric approach.
So a Node based scene organization for Clarisse and done really good (spoiled with Houdini) would be very welcomed.

Re: Scene node-graph

Unread postPosted: Thu May 31, 2018 6:12 pm
by paq
I didn't expect how this thread turns :O)

Re: Scene node-graph

Unread postPosted: Tue Jun 12, 2018 10:05 am
by vinyvince
I was about to write this request , but here's and you could one + vote plus another one from a supervisor at Dneg

Not surprised anywya it has already being asked :))

vincent*

Re: Scene node-graph

Unread postPosted: Fri Jun 15, 2018 6:02 pm
by bjoern
not an attempt to warm-up my post..., but after reevaluating my own workflow for scene organization over the last weeks and fact checking if the problem is just me, I came to the same conclusion. In fact the Nodegraph for scene organization is now my Nr.1 feature I would like to see. Even before GPU based final frame rendering, say whaaaaaaat?
I'm a overly organized person person when it comes to scenes, naming convention etc... my comp's can be open by anybody and will be understood. And this is for me the main problem with clarisse. I find even my own scenes hard to understand when opening them after some weeks if stuff is nested inside other stuff and so on. Or groups pointing at combiners, these combiners point at something else.. etc.
You might say: "don't over complicate stuff..." But such setups would be very easy to understand with node-graphs, even weeks or month later.