Anyway, don't even peek at the geometry nodes of #SurfacePsycho add-on, it might give you a headache, and you risk not finding your way out! That's how it is for every #NURBS surface, it's packed with nodes and math. It's mind-blowing to think that everything was built using geometry nodes. #b3d #Blender3D #CAD #STEP #IGES
@pafurijaz 😮 Looking at this, I guess every imported NURBS curve point's 3D coordinates is converted to Blender NURBS curves?
@metin I don't think it's converted to Blender's native NURBS geometry, they're two completely separate worlds. This is all built with geometry nodes and doesn't use Blender's surfaces at all; they're two distinct things.
@pafurijaz OK, so is it a custom NURBS engine consisting of Geometry Nodes?
@metin yes.
@pafurijaz Impressive. I didn't know you could go that far using Geo Nodes. 😮

@metin Yeah, I never thought you could get to this level either! Anyway, in the past I’ve seen all kinds of games made using Blender’s Geometry Nodes. I think Erindale can answer better than about that.
Both we have to start using it at least the simple things..

https://youtu.be/TXP2EG8htsc

New god level geometry nodes demos

YouTube
@pafurijaz huh! So the entire importer is made with GB? Interesting... Does it support holes
@chengdulittlea Importing and exporting is done using OCC and Python, but all the surface handling is done entirely with Blender’s geometry nodes (and probably a bit of Python scripting). It fully supports trimmed surfaces and therefore holes too, you could already guess that from the Ferrari 250 GTO video I shared earlier; every surface in there is trimmed.
@pafurijaz humm wow I wonder how the trimming works there... entirely in nodes? Would that be kinda slow tho, how do you feel about the performance?
@chengdulittlea I couldn’t really tell you much about how trimmed surfaces work with geometry nodes.
Using nodes to build NURBS models isn’t actually that slow, as long as you know what you’re doing…
But for example, if you try to transform imported objects in Blender, that’s when it becomes a real issue, it’s painfully slow.
Definitely not the best way to work with NURBS. In the future, if I get some time, I’ll try to dig deeper into it.

@pafurijaz Is a bit of a mess addon, developed with a huge lack of documentation.

This is one of the posts that shows a bit how it works:

https://blenderartists.org/t/surfacepsycho-addon-project/1487629/28

And those nodes @pafurijaz showed, were an unroll of several repeat zones, that according to Romain improved performance.

SurfacePsycho Addon Project

Quick tutorial SurfacePsycho works by adding modifiers to mesh grids The modifiers are stored as assets, so add the path with the addon preferences You should see this : The modifier stack is decomposed in 3 parts : 1 : The control grid deformers 2 : The Patch meshing (converts the grid to the patch) 3 : Others (mirror and combs for the moment) The most useful deformers are already in when you add a patch with shift+A They are Continuities, to connect patches, and Trim 4 sid...

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