It can be assumed that all faces consist of four points.
I would like to apply my own written Geometry Node to each face of a Geometry. This means that I want to select one face per run and also determine the center of the highest and lowest edge of this area.
Unfortunately, I’m not very familiar with the mechanics of Geometry Nodes. Maybe I’m thinking a bit too much with normal programming languages.
Maybe I’ll explain my project in a little more detail.
I would like to replace all faces that have a certain angle to the ground (currently 30 to 45 degrees) with stairs.
For this I can already calculate the angle between the normal and the ground and select these faces.
As you can see in the picture:
Now I would call my own geonote with replace a face with 4 Vertex.
For this I need the face (mesh) with the 4 points and the start and end point. I can calculate the start and end point with the mesh. So basically the face is the last part, which is still missing.
But I am not sure, how to iterate over all faces.
Is there a way to run through the mesh like with a for loop?
Yeah, not sure but you need for each loop kind of setup. I think something like that will come to blender but after they made progress with simulation nodes.
I was just experimenting with the topology nodes to see if I could parameterize the coordinates per face for grid placement.
If you can parameterize your input geometry then you should be able to place any quad-based geometry using that technique (the 2nd image above is the main part that does the mapping from (0-1,0-1) to the quad) - I have no idea how it compares to Higgsas’ technique TBH.
Great, thanks, not too complicated, I will study this. Higgsas is too complicated, need to spend some time to understand, a lot of x y z noodles all over.