I'll quote what he said:
- Code: Select all
<lukas_t> hey :)
<lukas_t> DingTo pointed me at the BA luxrender/cycles/render API/custom nodes discussion yesterday ;)
<lukas_t> i had put the custom node project on ice a few weeks back, but seeing the demand growing makes me want to pick it up again
<lukas_t> part of the problem with the code was that it was simply too broad and unfocused
<lukas_t> but i think i have a better idea of what can be done with reasonable effort and without breaking too much glass
<lukas_t> i need to set some tangible goals (which will also make funding from blender dev fund possible :D)
<lukas_t> and luxrender devs and users are probably a good source of suggestions and feedback :)
<lukas_t> also the vfx guys (big topic atm of course)
The discussion he refers to is here, and spans a few pages.
I've also been talking with the Yafaray developers, who also would like to be able to create custom nodes in Blender for their exporter.
So, I was thinking if we can figure out what we "need" from a Node API, and then coordinate with the Yafaray guys to find some common feature set which is essential for us both, then we have a much greater chance of getting this implemented.
Now, I've not used the node stuff in Blender much yet, so I'd like some feedback from you blender pros in terms of workflow. I think initially it's best if we aim for workflow and highlevel features to present to Lukas, and take it from there.

