Geo Nodes - Make instances of "curve to mesh"

Hello

How can I convert this basic setup into instances (each cylender from the “curve to mesh”) ?

I would like to make each cylender “unique” so I can accès them and give them random scale / rotation / translation.

Thanks for your help

I don’t think it’s possible , you should randomize it before meshing the curve.
By randomizing the position on the curve ( set position node, with a random value in the offset slot) you’ll get something similar to a slight rotation / scale / translate on the tubes.

Thanks for you answer

I already tried this approach but do you know how I could get more controls ?

As for example if I want to scale each cylinders based on their directions (locally)

Starting from a mesh object (like default cube).
split the edges
convert the edges to curves
convert the new curves to mesh

Untitled2

You can then capture each edge index and modify.

Yes, one easy way to do that, is to convert the curve to mesh without a profile, and use a scale element node, then convert back to curve.
Seems a bit cumbersome to use 3 nodes for that but at least it works and it’s simple to do.
All that should append before the final curve to mesh !

Thanks sozap

Perfect / Amazing ! :slight_smile:

Then I’m using a complex node setup to get the UV right (without the bad uv connection between 0 & 1)

I found it here : https://blenderartists.org/t/curve-to-mesh-with-uvs-node-group-for-blender-3-0-geometry-nodes/1362714

But this setup splits the caps to separete mesh, but I would like to keed the caps attached to the cylenders.

Do you know a way to do that ?

Thanks for your help

There is an update later in that thread:

Does not disconnect the caps…
Good luck.

Hi Nezumi

Interristing approche !

Thanks for your help !

I tried it :

Be careful if you use end caps in combination with delete geometry :anchor: T97831 Crash Geometry Nodes (delete geometry & curve to mesh) (blender.org).
While the issue is located and a fix has been made it is not yet implemented in official release.

Hi Zerorisk

Thanks for the update !

But unfortunately I can’t get it work on this node setup :thinking:

Maybe I’m doing something wrong ?

I just want to share another approch I tried.

But I don’t know how to get the cylenders oriented to the edges ?

Yeah, sorry, forgot to mention that you need to set the output properties in the “group” tab to have the Attribute Domain set to “Face Corner”:
image
…same for CapMask

Good luck.

Thank you !

Finally, I almost make what I was looking for with geometry nodes :grinning:

So based on a simple mesh I could create a complex structure with wood logs BUT I had to adjust the logs manually to avoid mesh collision in the intersections.

My goal was to create automatic randomness on the logs (variations on shapes, length, position, …) and then apply the GN to many simple mesh to create big structures of wood logs.

What should be great is to include a kind of collision detection.

2022-08-19_09h57_11

Now I’m working on a system to generate ropes in half-automated way (almost done).

The ropes will be generated with GN with spiral curve since I could not create better ropes with GN

And then I will simply position slide the knots in the right position with exposed values

Like this: