Earlier quoted context omitted.
Thanks! No support for custom scripts yet. But the whole concept is that we're basically building a WYSIWYG editor on top of a node-based compositor on top of a visual programming language (so that's three products in one, lots of work ahead for us!). The result is that the whole thing is a programmatic data pipeline and you'll be able to write custom scripts in both node and code form, then compose them into reusabl…
Is it possible to draw a Bézier curve, then decompose it in the Node Editor to a set of numeric nodes which input into a Bézier node? I couldn't figure out how to do that (mentioned it elsethread).
Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
101–110 of 133 posts
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#102This is one of the more interesting projects I've seen for a while. Excellent landing page by the way.
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#103The appeal of Blender for me is not just the open-sourceness, but also the fact that everything in it is programmable. Any action you can do via UI, you can do by calling some Python method. Why create a new project instead of advancing InkScape though?
My understanding is that InkScape is foremost an SVG editor. If SVG can't do it, then InkScape can't either. This seems quite somewhat limiting for a general-purpose graphical editor, aspiring to integrate good bitmap editing support as well later. Though, I guess it does somehow extend the SVG format, as it provides saving as either Inkscape SVG or plain SVG.. So maybe my understanding is incorrect?
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#104Please make First and Last name optional in your email signup form, there's no reason for that to be mandatory.
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#105This sounds like a big project—congrats on releasing it! Just curious, as a business other than a hobby, do you have enough resources to see it through?
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#106Earlier quoted context omitted.
Is it possible to draw a Bézier curve, then decompose it in the Node Editor to a set of numeric nodes which input into a Bézier node? I couldn't figure out how to do that (mentioned it elsethread).
You could ask that in our Discord and we can give more advanced guidance, but that isn't something we specifically have nodes for yet. We are building a spreadsheet view for working with all the data in numeric form, and once we have that plus some nodes for interacting with the spreadsheet data, your use case will become more naturally represented.
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#107This is almost exactly the tool I have wanted for a long while. The one thing is when something is drawn in the interactive UI, rather than becoming a single node which cannot be decomposed/worked with via sub-elements, it should become (or there should be an option for) "ungrouping" it to an equivalent set of nodes/values --- if this capability is present, I couldn't figure it out, and I'd be glad to know of it.
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#108This is almost exactly the tool I have wanted for a long while. The one thing is when something is drawn in the interactive UI, rather than becoming a single node which cannot be decomposed/worked with via sub-elements, it should become (or there should be an option for) "ungrouping" it to an equivalent set of nodes/values --- if this capability is present, I couldn't figure it out, and I'd be glad to know of it.
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#109Is there a comparison/contrast with Krita anywhere?
Re: Show HN: Graphite, a Blender-inspired 2D procedural design Rust app
#110Very cool! One comment, one question. 1) panning the node graph of the leaves demo seemed slow / laggy on my macbook pro in chrome, which gave an initial low-quality feeling - moving nodes was nice and responsive. 2) Given that this is written in Rust (compiled), is it on the roadmap to 'export' the parameterized designs into some callable library code? e.g: a game engine that calls "leaves = generate_texture("changi…