You may have seen the world premiere during our monthly meeting on Frame but in case you missed it!
We just shipped a new feature named Node Geometry. It was inspired by Blender Geometry Nodes where you can use a node system to build geometry procedurally. Think about it like a postprocessing system for geometry. Ultimately it produces a geometry but with a procedural approach.
Why you may ask?
Several reasons come to mind:
The cost of downloading assets on the web is a strong limiting factor. Procedural data can help solve that by limiting the download to the core pieces that are assembled later by the NodeGeometry system
The system is dynamic and can produce infinite variants at run time. While there are many digital content creation tools that can create procedural meshes with the same infinite possibilities, the limiting factor again becomes downloading assets created offline. Examples would be terrain or vegetation generation.
It allows a new way of modelling in Babylon.js by assembling core shapes and playing around with a node system
Yup, sure did Sounds like another amazing addition to the framework
BtW, You can come back with this kind of surprise for the next meetup - and for every meetup
The bar has already been raised here so I wonder what better you can still announce? I trust you’ll find something
Meanwhile, for the feature. Now I just need to learn it from the doc and find an idea for a project that could make use of it
One of the ways I’ve been thinking about using the node geometry editor in my CAD web app is to create custom shapes. For example, if I don’t like the default parameters that Babylon offers for Cylinders, can I define a custom geometry object that takes e.g. these parameters instead of the default ones?