aachman98 / sorcar Goto Github PK
View Code? Open in Web Editor NEWProcedural modeling in Blender using Node Editor
Home Page: https://aachman98.itch.io/sorcar
License: GNU General Public License v3.0
Procedural modeling in Blender using Node Editor
Home Page: https://aachman98.itch.io/sorcar
License: GNU General Public License v3.0
Keep getting this... and no mesh generated. I think the refresh mesh has issue.
Traceback (most recent call last):
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/ProcGenMod-master-2/__init__.py", line 434, in execute
node.execute()
AttributeError: 'ShaderNodeCombineXYZ' object has no attribute 'execute'
location: <unknown location>:-1
ProcGenMod installs and shows up in the node list.
Removed ProcGenMod. Saved. Restarted.
Installed Sorcar. Not showing up in the node list.
Removed Sorcar. Reinstalled ProcGenMod. Showed up in the node list.
It bothers me but the zip install of the addon and it is not showing up in the addon list. Do I need to change the zip name or something? Thanks!
On update, the input nodes execute and delete the object, but not the mesh. A new mesh is created and stacked onto the list of old meshes.
Error message:
Traceback (most recent call last):
File "/Users/jimmyg/Downloads/blender-2.79.0-git20181004.9a674a749b1-x86_64/blender.app/Contents/Resources/2.79/scripts/modules/addon_utils.py", line 351, in enable
mod = __import__(module_name)
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/ProcGenMod-master-4/__init__.py", line 23, in <module>
class PcgPreferences(bpy.types.AddonPreferences):
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/ProcGenMod-master-4/__init__.py", line 26, in PcgPreferences
prop_addon_location = StringProperty(name="Addon Location", default=getenv("APPDATA")+"/Blender Foundation/Blender/2.79/scripts/addons/ProcGenMod-master/__init__.py", description="DO NOT change unless the addon is installed in a different location")
TypeError: unsupported operand type(s) for +: 'NoneType' and 'str'
Random resize works fine , but is there maybe a solution that you can random uniform scale
Sometimes you need complete random x-y-z
Or uniform resize x&y or xyz or yz
if you move your object you get another random value this is maybe nice for animation but not if you need the same random look ,
Maybe refresh random node all the time or just one time and keep the same value
Can this be done in the future ?
I am using multiple Blender 2.79 and somewhat the "Search node by name" does not work in some version of Blender (more recents). Any idea?
I've noticed that the memory usage just keeps going up and up and does not get freed if you change the seed value on a select random node. The memory does not go down if you delete the object either. You have to restart blender to free up memory.
Can this be done with Soccar in the Future
Enable Soccar
Enable Sv node
Search with Sv node Error
Disable Soccar now Sv node search works correct but not if you enable Sv nodes and Soccar
This is a really weird error or bug that preventing me to use Sorcar (previously ProcGenMod).
I am using Mac and this has been quite bugging me since last time. I remember having this bug and none work and so I gave up. And today I decided to look this add-on again and pretty impressed by what it has become with all new nodes etc.
HOWEVER, I just wanted to make and output a mesh with Refresh Mesh Output node and nothing happen, instead I am getting this error:
Am I doing anything wrong?
Traceback (most recent call last):
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/Sorcar-master/__init__.py", line 501, in execute
node.execute()
AttributeError: 'ShaderNodeCombineXYZ' object has no attribute 'execute'
location: <unknown location>:-1
I continue to explore Sorcar now that I have time. I still have issue in how to generate multiple values like to generate random offset poke or extrude. It should be logical, but still unsure how to go about doing this?
I use Sverchok a lot and got used to be able to just: Generate Random Values in Range, etc and then plug it into the next node.
Do we actually need Loop in order to generate Multiple Values?
Not sure how this can be handled, you might need to talk to SV developers.
But I found that your ProcGenMod is clashing with Sverchok Search.
Traceback (most recent call last):
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/sverchok-master-6/utils/sv_extra_search.py", line 165, in invoke
loop['results'] = gather_items()
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/sverchok-master-6/utils/sv_extra_search.py", line 108, in gather_items
fx.append((str(idx), ensure_valid_show_string(item), '', idx))
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/sverchok-master-6/utils/sv_extra_search.py", line 66, in ensure_valid_show_string
description = nodetype.bl_rna.get_shorthand()
AttributeError: 'Node' object has no attribute 'get_shorthand'
location: <unknown location>:-1
Also on the other hand, ProcGenMod "search" does not work on Blender version 2.79 latest.
Nodes having mesh selection sockets change active selected object to the one created by linked network on execution (e.g: array modifier node)
Some node nodes from the new system use the same color connection points , this is verry difficult to understand
for example normally you use white to white & black to black etc... but with the red input or output there are different options , the user have no idea or indication if this is correct or not .
Maybe better to use the same color for value another color for Swith ON/OFF etc....
The first node encountered works fine, but the next one in the network has no effect.
I think with the addon wrangler you can make some extra connection points , this can be a good idea for in the future to better organize the nodes
Group nodes etc... Not importent for the moment , but maybe for the future
Thanks for the new update for the boolean modifier node works fine .
I am doing a test where I am using SVerchok node to control SorCar. Apparentlhy Sorcar does not seem to it when attribute value is changing from outside and somewhat I am getting an error, no mesh output and everything break.
I have not tested with Drivers or animation to contor Sorcar, but with above setup I am doing why is it Sorcar failed in generating and updating the mesh?
Keep getting this error when I click on Refresh Mesh (Mesh Output)
Traceback (most recent call last):
File "/Users/jimmyg/Library/Application Support/Blender/2.79/scripts/addons/ProcGenMod-master-2/__init__.py", line 377, in execute
node.first_time = True
AttributeError: 'NodeFrame' object has no attribute 'first_time'
location: <unknown location>:-1
Cannot get any output ๐ never happened before.
Sorcar will cause Modular Tree's add nodes fails.
https://github.com/MaximeHerpin/modular_tree
Downloaded v2.1 zip and tried to install it as Blender 2.80 add-on. Didn't get any errors, but Sorcar is not showing in the add-on list and there is no "Node Editor" to open. Did I miss any steps? Thanks!
Hello. Sorry if this is not the right place to ask this type of question. Please let me know if there's a more appropriate venue.
I just started playing with this add-on and it seems very promising. Are there any plans to create some introductory tutorials for beginners? The videos linked to in the description are very impressive in showing what sorcar can do, but it would be nice to see how to build those node trees from scratch.
Basic example :
Procgen Cicle Array .zip
Need to expand node to a huge size before the vector values are visible
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