#Nodebox
Feature Discussion • Re: Features I would like be added in Luanti
> > > In point 3, realistic bricks... what isn't, it could be! > > I work on mod that will add it. In this mod, without any help by AI. > >> >> i can see myself using those as decorations. great job! > what dependencies does it have for now? > > At first, sorry for long time to my response. > Actually, it isn't shared or published, it is in very closed version (plan for logic I have, plan for design too, it is in my modplan). My plan contains: > > 1. nodebox-based shapes for bricks (basic nodeboxes and complete nodeboxes from basic) > 2. table of brick materials for sets of nodes > 3. interaction on_rightclick for place brick or grout/mortar (I don't know the right word from these two) - needed for survival version > 4. visible in creative inventory: only completed shapes > 5. crafting the elementary brick for this mod (there is problem, I don't play in survival and I don't have the right idea about the crafting) > 6. after mine it in survival, get all elementary bricks and some as a "mortar powder" > 7. after mine it by some as "not-destroying pickaxe", get the node into inventory > 8. paramtype2 = "color4dir" (colorable bricks) or "4dir" (for example, these orange bricks) > Default brick horizontal elements for size of node: 4 x 4 > Default brick vertical elements for size of node: 6 oh. my bad. (and don't worry, i take forever to reply too) as for the crafting: have you considered a furnace-like node for the crafting? or maybe something more like the circular saw cutting table? you would need to ask the players with access to the mod who play on survival which would be best, though. good luck! Statistics: Posted by ShallowDweller — Sat Aug 22, 2026 18:40 * * *
forum.luanti.org
August 22, 2026 at 7:47 PM
Feature Discussion • Re: Features I would like be added in Luanti
> > In point 3, realistic bricks... what isn't, it could be! > > I work on mod that will add it. In this mod, without any help by AI. > > > i can see myself using those as decorations. great job! > what dependencies does it have for now? At first, sorry for long time to my response. Actually, it isn't shared or published, it is in very closed version (plan for logic I have, plan for design too, it is in my modplan). My plan contains: 1. nodebox-based shapes for bricks (basic nodeboxes and complete nodeboxes from basic) 2. table of brick materials for sets of nodes 3. interaction on_rightclick for place brick or grout/mortar (I don't know the right word from these two) - needed for survival version 4. visible in creative inventory: only completed shapes 5. crafting the elementary brick for this mod (there is problem, I don't play in survival and I don't have the right idea about the crafting) 6. after mine it in survival, get all elementary bricks and some as a "mortar powder" 7. after mine it by some as "not-destroying pickaxe", get the node into inventory 8. paramtype2 = "color4dir" (colorable bricks) or "4dir" (for example, these orange bricks) Default brick horizontal elements for size of node: 4 x 4 Default brick vertical elements for size of node: 6 Statistics: Posted by MatyasP — Fri Aug 14, 2026 14:07 * * *
forum.luanti.org
August 14, 2026 at 10:56 PM
Feature Discussion • Re: Features I would like be added in Luanti
> > In point 3, realistic bricks... what isn't, it could be! > > I work on mod that will add it. In this mod, without any help by AI. > > > i can see myself using those as decorations. great job! > what dependencies does it have for now? At first, sorry for long time to my response. Actually, it isn't shared or published, it is in very closed version (plan for logic I have, plan for design too, it is in my modplan). My plan contains: 1. nodebox-based shapes for bricks (basic nodeboxes and complete nodeboxes from basic) 2. table of brick materials for sets of nodes 3. interaction on_rightclick for place brick or grout/mortar (I don't know the right word from these two) - needed for survival version 4. visible in creative inventory: only completed shapes 5. crafting the elementary brick for this mod (there is problem, I don't play in survival and I don't have the right idea about the crafting) 6. after mine it in survival, get all elementary bricks and some as a "mortar powder" 7. after mine it by some as "not-destroying pickaxe", get the node into inventory 8. paramtype2 = "color4dir" (colorable bricks) or "4dir" (for example, these orange bricks) Default brick horizontal elements for size of node: 4 x 4 Default brick vertical elements for size of node: 6 Statistics: Posted by MatyasP — Fri Aug 14, 2026 14:07 * * *
forum.luanti.org
August 14, 2026 at 4:55 PM
Feature Discussion • Re: Features I would like be added in Luanti
> > In point 3, realistic bricks... what isn't, it could be! > > I work on mod that will add it. In this mod, without any help by AI. > > > i can see myself using those as decorations. great job! > what dependencies does it have for now? At first, sorry for long time to my response. Actually, it isn't shared or published, it is in very closed version (plan for logic I have, plan for design too, it is in my modplan). My plan contains: 1. nodebox-based shapes for bricks (basic nodeboxes and complete nodeboxes from basic) 2. table of brick materials for sets of nodes 3. interaction on_rightclick for place brick or grout/mortar (I don't know the right word from these two) - needed for survival version 4. visible in creative inventory: only completed shapes 5. crafting the elementary brick for this mod (there is problem, I don't play in survival and I don't have the right idea about the crafting) 6. after mine it in survival, get all elementary bricks and some as a "mortar powder" 7. after mine it by some as "not-destroying pickaxe", get the node into inventory 8. paramtype2 = "color4dir" (colorable bricks) or "4dir" (for example, these orange bricks) Default brick horizontal elements for size of node: 4 x 4 Default brick vertical elements for size of node: 6 Statistics: Posted by MatyasP — Fri Aug 14, 2026 14:07 * * *
forum.luanti.org
August 14, 2026 at 2:56 PM
Luanti-related projects • [Win/Linux/Mac] Visual Hull Reconstruction Nodebox + Texture creator
Description I've made a nodebox and texture editor wrapped into one. Rarther than manipulating individual node boxes, the user draws texture on 3 primary views - Top, Front, Left (and optionally their 3 reverse-side views) and their 3D intersection becomes the model. This basically is based on Visual Hull Reconstruction. This 3D model is then ran through a minimal nodebox extraction algorithm (actually 4 versions, of which the one that produces fewest nodeboxes is picked) - and the result are presented as ready-to-use nodebox code, and ready to export top/front/left and optionally if present bottom/back/right textures as png. To allow for more flexibility (solving the fact that three 2D projections cannot describe all 3D shapes), the editor has layers which can be toggled and only those that are visible will be exported. A pencil tool with noise param, and a fill tool are provided (and some improvements to fill + 2 more tools coming soon) Screenshots Spoiler Download: https://github.com/ZenonSeth/luanti-nodebox-editor - see Releases for pre-packaged, standalone .zip files that can be downloaded and ran without having to install anything else. Statistics: Posted by ZenonSeth — Sat Jun 27, 2026 17:32 * * *
forum.luanti.org
June 27, 2026 at 6:10 PM
Luanti-related projects • [Win/Linux/Mac] Visual Hull Reconstruction Nodebox + Texture creator
Description I've made a nodebox and texture editor wrapped into one. Rarther than manipulating individual node boxes, the user draws texture on 3 primary views - Top, Front, Left (and optionally their 3 reverse-side views) and their 3D intersection becomes the model. This basically is based on Visual Hull Reconstruction. This 3D model is then ran through a minimal nodebox extraction algorithm (actually 4 versions, of which the one that produces fewest nodeboxes is picked) - and the result are presented as ready-to-use nodebox code, and ready to export top/front/left and optionally if present bottom/back/right textures as png. To allow for more flexibility (solving the fact that three 2D projections cannot describe all 3D shapes), the editor has layers which can be toggled and only those that are visible will be exported. A pencil tool with noise param, and a fill tool are provided (and some improvements to fill + 2 more tools coming soon) Screenshots Spoiler Download: https://github.com/ZenonSeth/luanti-nodebox-editor - see Releases for pre-packaged, standalone .zip files that can be downloaded and ran without having to install anything else. Statistics: Posted by ZenonSeth — Sat Jun 27, 2026 17:32 * * *
forum.luanti.org
June 28, 2026 at 9:27 AM
Added nodebox, a node-based data application for visualization and generative design, in the Audinux #fedora COPR repository.

github.com/nodebox/node...
audinux.github.io
copr.fedorainfracloud.org/coprs/ycolle...
#linux #audio #opensource #generative #tool #design
June 15, 2026 at 3:49 PM
[Artist of the week #32] @john.cartan
Meet John Cartan, a generative artist crafting magic through short, looping animations with the obscure Nodebox. He champions "Projects of No Apparent Redeeming Value" and embraces the "power of constraint:
May 3, 2026 at 7:00 AM