• HatchetHaro
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    1411 months ago

    This is why I love Blueprints; it forces you to keep your code neat and tidy and readable and documented lest it turns into an absolute mess. It’s also so much fun to prototype in because it’s like modular synths and you can just make an absolute mess if you want.

    • @Windex007
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      4211 months ago

      So, the argument is that the system is so unwieldy that it forces you to be good because if you aren’t vigilant you’ll fuck yourself? Where have I heard that before?

      • @[email protected]
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        711 months ago

        Where have I heard that before?

        I’ve heard it from dynamic typing proponents

        Yeah I’m not sold lol

      • HatchetHaro
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        11 months ago

        It’s perfect.

        Also, I have no argument; I just love it.

      • Yuumi
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        411 months ago

        You also heard it back in the 24kb of ram days.

      • @[email protected]
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        911 months ago

        Blender’s geometry nodes and shader nodes also work this way and are incredibly fun to just mess around in creating bonkers procedural textures/shaders/objects and seeing what comes out the other end. I very much liken it to a modular synth but for your eyes

          • @[email protected]
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            11 months ago

            In that case I should also mention that Blender is 100% free to use forever (free and open source software ftw!!) and that you can hardly throw a stone on YouTube without hitting a tutorial on how to use it.

            Here’s a video about how to make fractals using geometry nodes: https://youtu.be/N9Tnmbnl9Yw

            And here’s one listing every shader node: https://youtu.be/cQ0qtcSymDI. Keep in mind that these can be combined with virtually no restrictions on what you can plug into what!

            In essence, geometry nodes build procedural 3D shapes and shader nodes decide what color they are, how reflective they are, whether they emit light etc. You can also apply these factors to only part of the geometry in procedurally generated patterns.

            You can either build the geometry by hand and then slap some shaders on top (I like just slapping down a flat plane or a cube or w/e with some stuff next to it for light to bounce off of and seeing what cool things I can do with it) or go fully procedural and use geometry nodes too

            I will warn you though that the interface outside of the node editors is not especially intuitive (nothing could be, with the amount of controls Blender has) and you do need a somewhat beefy computer for Blender to perform well, especially if you plan on using the fancier graphics features like raytracing (which I highly recommend – the Eevee renderer which uses rasterization instead is orders of magnitude faster but the lighting and reflectivity does not look anywhere near as good. Fine for actual 3D animation but if you want to play around with a light synth, Cycles is 100% the way to go)